poplan Posted June 3, 2024 Posted June 3, 2024 1 hour ago, Invictusblade said: otherwise the only thing I can think of is to start a new game Started a new game as a test, same problem.
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) I have to admit my frustration level is getting rather high, I can't even hear my character speak for some reason (it's always just subtitled). If I disable this mod (AAF AER) it works fine again. I'm half tempted to just revert back to a save before I installed this mod but I do want to help you so I'm holding off now. Edited June 3, 2024 by poplan Typos
Sairus 111 Posted June 3, 2024 Posted June 3, 2024 That the mod now requires a “Lighthouse Papyrus Extender” is probably a bad thing. Lighthouse Papyrus Extender will not be updated for the next gen. This means that this mod is tied to version 163.
UsernameTaken666 Posted June 3, 2024 Posted June 3, 2024 16 minutes ago, rauf531 said: That the mod now requires a “Lighthouse Papyrus Extender” is probably a bad thing. Lighthouse Papyrus Extender will not be updated for the next gen. This means that this mod is tied to version 163. Ok. That's too bad then. Personally, I have not "upgraded". I'm sure that your opinion will be taken into consideration.
Sairus 111 Posted June 3, 2024 Posted June 3, 2024 11 minutes ago, UsernameTaken666 said: Ok. That's too bad then. Personally, I have not "upgraded". I'm sure that your opinion will be taken into consideration. I'm not laying claim to the author of the mod. It's his mod and he has the right to do what he wants with it. I just want to say that for players who decided to update the game, this mod will not be available if it is bound to Lighthouse Papyrus Extender. I think everyone will decide for themselves what to choose. I have updated the game and I hope that this mod will someday be available to update.
Invictusblade Posted June 3, 2024 Author Posted June 3, 2024 3 hours ago, poplan said: I have to admit my frustration level is getting rather high, I can't even hear my character speak for some reason (it's always just subtitled). If I disable this mod (AAF AER) it works fine again. I'm half tempted to just revert back to a save before I installed this mod but I do want to help you so I'm holding off now. last idea, start a new game with no mods installed (and then load Autonomy to see if it works) *and then slowly go over the remaining mods to see if they work with it. because I am already running out of ideas. 1 hour ago, rauf531 said: That the mod now requires a “Lighthouse Papyrus Extender” is probably a bad thing. Lighthouse Papyrus Extender will not be updated for the next gen. This means that this mod is tied to version 163. 1 hour ago, UsernameTaken666 said: Ok. That's too bad then. Personally, I have not "upgraded". I'm sure that your opinion will be taken into consideration. 1 hour ago, rauf531 said: I'm not laying claim to the author of the mod. It's his mod and he has the right to do what he wants with it. I just want to say that for players who decided to update the game, this mod will not be available if it is bound to Lighthouse Papyrus Extender. I think everyone will decide for themselves what to choose. I have updated the game and I hope that this mod will someday be available to update. look there is a heap of mods that haven't been updated for next gen yet, (I am waiting for Looksmenu because of Random Overlay Framework) and Lighthouse is only featured in a handful of things in this mod, (so I will sort out a solution when that happens) *I haven't updated yet (well I downgraded)
Sairus 111 Posted June 3, 2024 Posted June 3, 2024 9 minutes ago, Invictusblade said: last idea, start a new game with no mods installed (and then load Autonomy to see if it works) *and then slowly go over the remaining mods to see if they work with it. because I am already running out of ideas. look there is a heap of mods that haven't been updated for next gen yet, (I am waiting for Looksmenu because of Random Overlay Framework) and Lighthouse is only featured in a handful of things in this mod, (so I will sort out a solution when that happens) *I haven't updated yet (well I downgraded) Looksmenu 1.7.0.1 has been updated and it works on Fallout 4 next-gen.
Invictusblade Posted June 3, 2024 Author Posted June 3, 2024 40 minutes ago, rauf531 said: Looksmenu 1.7.0.1 has been updated and it works on Fallout 4 next-gen. has it? (I will have look for it) so, I had a look at the functions in Garden of Eden and found something that should work (it will need a bit of polish before a proper release) *it finds dead bodies and non-humans so here is the Garden of Eden version of Autonomy (I am not sure if it will work but give it a try) AAF_AutonomyEnhanced_v3.302beta.7z
Sairus 111 Posted June 3, 2024 Posted June 3, 2024 12 minutes ago, Invictusblade said: has it? (I will have look for it) so, I had a look at the functions in Garden of Eden and found something that should work (it will need a bit of polish before a proper release) *it finds dead bodies and non-humans so here is the Garden of Eden version of Autonomy (I am not sure if it will work but give it a try) AAF_AutonomyEnhanced_v3.302beta.7z 865.28 kB · 0 downloads I found an old version of AAF Autonomy Enhanced v2.800 and wanted to test it without the RobCo Patche binding, maybe it will work on the next gen. AAF Autonomy Enhanced v3.302 beta I will also test it and write about the results.
Knightcorax Posted June 3, 2024 Posted June 3, 2024 37 minutes ago, Invictusblade said: has it? (I will have look for it) so, I had a look at the functions in Garden of Eden and found something that should work (it will need a bit of polish before a proper release) *it finds dead bodies and non-humans so here is the Garden of Eden version of Autonomy (I am not sure if it will work but give it a try) AAF_AutonomyEnhanced_v3.302beta.7z 865.28 kB · 1 download I tried your Garden of Eden Version version. Sadly no improvement. Error Message is "is not running in chance" both for humans and creatures.
Invictusblade Posted June 3, 2024 Author Posted June 3, 2024 everyone who has a problem download this one and run the quest a few times (with high chances) and do number 3 of my signature under the spoiler this has a heap of traces and notifications. and it will take a while longer (around 20 seconds more) *maybe it is timing issue. maybe it is running too fast also tell me the following which version of Fallout 4 are you running? AAF_AutonomyEnhanced - Main.ba2
Knightcorax Posted June 3, 2024 Posted June 3, 2024 (edited) 42 minutes ago, Invictusblade said: everyone who has a problem download this one and run the quest a few times (with high chances) and do number 3 of my signature under the spoiler this has a heap of traces and notifications. and it will take a while longer (around 20 seconds more) *maybe it is timing issue. maybe it is running too fast also tell me the following which version of Fallout 4 are you running? AAF_AutonomyEnhanced - Main.ba2 170.11 kB · 1 download So I used your latest 3.302 beta with you new Main.ba2 I stood in Diamond City market for a while and let it run with 100percent chances but still nothing happened. Bunch of ne debug messages but in the end always the not running thing. Main menu says my game version is 1.10.163. Papyrus Log is attached. Papyrus.1.log Edited June 3, 2024 by Knightcorax
Invictusblade Posted June 3, 2024 Author Posted June 3, 2024 (edited) I don't know anymore (The real fucking problem is that the Alias Quest doesn't give any feedback, it is binary (ON(works) or OFF(doesn't work))) and I am assuming that more than a few people have no problems whatsoever. (I have no problems with Alias) *I really hate problems like this so here is two more tries normal - after looking at older files, the voice is different (Male(New) as opposed to Female(Old)) so I swapped them back (all are female Boston again) Nuclear - Removed even more checks from the Alias AAF_AutonomyEnhanced.esp AAF_AutonomyEnhanced_Nuclear.esp Edited June 3, 2024 by Invictusblade
lt5ive Posted June 3, 2024 Posted June 3, 2024 Really appreciate that the mod is being actively updated, but with every mod update, description gets more and more outdated and confusing. It's hard to follow what works and what does not. At one point there was mention that NPC blacklist function does not work. And there was no mention of it being updated in recent updates. But option is still in MCM. So is it still unavailable? There is this neat family function included in MCM, but in the installer, it was written that it is unavailable. Quickly reading through comments I couldn't find any mentions of it being depreciated or updated. So what is the status here? Autonomy perk is no longer available. Does this mean that now every NPC has a chance to be selected when timer clocks in? So if I set timer to 60s and the chance of settler at 20%, while raider 100% does that mean that after 60s a mod will check random settler and give him 20% chance to go find partner and at the same time checks one random raider and gives him 100% chance to go find partner? Or after 60s only one actor is being checked and his chance being applied?
Knightcorax Posted June 3, 2024 Posted June 3, 2024 3 hours ago, Invictusblade said: I don't know anymore (The real fucking problem is that the Alias Quest doesn't give any feedback, it is binary (ON(works) or OFF(doesn't work))) and I am assuming that more than a few people have no problems whatsoever. (I have no problems with Alias) *I really hate problems like this so here is two more tries normal - after looking at older files, the voice is different (Male(New) as opposed to Female(Old)) so I swapped them back (all are female Boston again) Nuclear - Removed even more checks from the Alias AAF_AutonomyEnhanced.esp 119.96 kB · 1 download AAF_AutonomyEnhanced_Nuclear.esp 114.58 kB · 1 download Alright I did some more testing. First two test used the RobCo Patcher. First I used your latest Main.ba2 for the Garden of Eden and the Nuke esp. Standing in Diamond City Marked the Alias for Humans got a positive message and I had two scenes start. One with Dog Meat and an NPC for Hookers of the Commonwealth. The other should have been a threesome with on NPC for HotC, the NPC from the weapons shop and the player but ended up only being between the player and the HotC Character. Second I used your 3.3 version with the nuke esp. Again in the market and with a positive running message for humans. But no scene was starting. No matter how long it ran. Checked in Sanctuary with settlers and in Abernathy Farm with Settlers and captured Ghouls and a fly. Still a negative on the creature alias and no scene starting although the alias for humans was running. Third test was your 3.3 install but without the RobCo patcher, used the Nuke esp and your Main.ba2 for the Garden of Eden papyrus extender. Locations and results where the same as test number 2. I'll attach all papyrus logs and hope that I haven't messed up the order of thinks. Hope it helps and I really really appreciate the length you go to to help solve this problem, even if it only seems to affect a few people. You a doing an awesome job! PapyrusTest1.log PapyrusTest2.log PapyrusTest3.log
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) 9 hours ago, Invictusblade said: last idea, start a new game with no mods installed (and then load Autonomy to see if it works) With no mods? But you depend on AAF (and AAF has a lot of hard reqs), plus animations for AAF, etc so "with no mods installed" won't really do anything useful. I'm running Fallout 4 1.10.163 (GoG's GOTY Edition). Edited June 3, 2024 by poplan
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) I just noticed in the F4SE log that the po3_SpellPerkItemDistributorF4 is loading Data\AAF_AutonomyEnhanced_DISTR.ini but you listed RobCo Patcher as a hard requirement so that is loaded too. I'm going to try renaming the SPID AAE AER ini and see if there's any change. EDIT: Nope, no change. Edited June 3, 2024 by poplan
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) @InvictusbladeYou keep posting loose files (esp/ba2), but now I don't know what one goes with which. I have AAF_AutonomyEnhanced_v3.301beta, I don't even know what "Garden of Eden" is (I assume it's a mod?) so I don't even know if I'm to test with these files or not. I used the latest .esp (not Nuclear) and ba2 and attached is the log (same error). Papyrus.0.log Edited June 3, 2024 by poplan
poplan Posted June 3, 2024 Posted June 3, 2024 @InvictusbladeI tried _Nuclear, this time it got farther but no sex scene played. I let this run for awhile so there are multiple timer triggers. About midway through I noticed it was now "day" and so the chance threshold had dropped to 20. I went into MCM and raised them both to 90 for the rest of the log. I have sex tiredness OFF but I notice that when it was about to do something it threw an exception on it so I think I will do another test with it enabled. This is using AAF_AutonomyEnhanced_Nuclear.esp (f8b35e0912ce1aef0b721b2e8ca028fb) and AAF_AutonomyEnhanced - Main.ba2 (676300732b3d0439b2a21d7ac2eaf537) Papyrus.0.log
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) Ran the test again using AAF_AutonomyEnhanced_Nuclear.esp (f8b35e0912ce1aef0b721b2e8ca028fb) and AAF_AutonomyEnhanced - Main.ba2 (676300732b3d0439b2a21d7ac2eaf537) but maxed the range and enabled pretty much everything. I had planned to run this for 15 minutes but it crashed to desktop instead, but it got a lot farther. (I'm unsure what actually sparked the CTD, the crash wasn't logged at all.) I hope this information helps. In spite of the CTD in this case and the issues (my character not doing voice overs while this mod is enabled) and this mod not working properly I'm feeling a bit more hopeful since it at least got past the AE_Alias not running message! NOTES: * It did seem to ignore creatures in the settlement I was testing, there are 4 junkyard dogs (captured ones, with the beta wave generator active). The junkyard dogs do work via AAF Sex 'Em Up. * At the settlement I was testing at, the females have tape gags (usually they say "Mmmfp" but they talk normally with this version of the mod. * I'm sorry about the multiple messages. I should try to group these up in future. Papyrus.0.log Edited June 3, 2024 by poplan
Whacked Posted June 3, 2024 Posted June 3, 2024 Just want to chime in with problems I had in the ver 3.0 and earlier with Alias, I have not updated to the newest, and will probably start a new game when I do. I am using AAF not NAF, and FO4 .163, and fairly heavy load order. My experience was/is that the Alias quest would often (maybe always) bug out when it tried to start a 3some and the actors could not see each other, simple line of sight it seems, At that point the npc voices would go mute and nothing would ever happen again in Autonomy, at least not until quit reload, and sometimes npc voices would get bugged seemingly indefinitely. Searching for AE_ in the console, stopping the AE_Alias quest and then starting it again (stopquest, startquest) would fix the voices, but I could not tell 100% if it was actually making Autonomy work again, but things would happen again eventually. Also, often an actor that was already in a scene would be selected for a new scene, which is not great. My solution was no 3somes and no multiple scenes to avoid some of the bugs. (this is with ALL versions I have tried, 1.06 through 3.000) For me since 1.06 with 100% chances, location good and available actors there is not 100% chance that a scene will happen, it still does something behind the scenes or gets hung up somewhere. I let old versions (1.06 and 2.80) run in the Cambridge Police station and it was about 20-30% successful with all settings maxed for both versions, no perk selection in 2.80, so this does not seem to be a problem specific to @Invictusblade's versions. There are lot of conditions on the alias quest.... a lot of that is beyond my knowledge. The forced voice seems strange to me though, since the approach lines are not voiced, and seems a possible reason for bugged dialog after the alias quest gets confused, and my earlier problem of Dogmeat turning into a human female during combat (voice at least) 😄. I don't think there has ever been a version of NPC on NPC sex that worked without issues for FO4. It's complicated and pushes the system to breaking often, it's an old, tired game engine, add on to that all the other mods we want to use, and it huffs and puffs and needs a little lie down sometimes 😴.
Invictusblade Posted June 3, 2024 Author Posted June 3, 2024 so I was talking to @Sthan Dust about this, so I will be posting a new version with a modified Debug Command so go to hotkeys and select the Alias option and click the command and see what happens, it will do a reset of the alias quests. a few messages should pop up 1. ("AE_Alias should have started") will happen every time 2. ("AE_Alias has stopped") message will pop up if the quest is running and then stops (IF THIS MESSAGE HAPPENS, please check if the mod works afterwards) 3. ("Debug Messages has stopped") when the Function has finished Post the papyrus log when you are finished, AAF_AutonomyEnhanced_v3.303beta.7z
poplan Posted June 3, 2024 Posted June 3, 2024 (edited) AAF_AutonomyEnhanced_v3.303beta test results Installation I had vortex uninstall the mod before reinstalling it, I wanted to be sure there weren't any stray files. During installation I chose all the RobCo options. Data folder contains: AAF_AutonomyEnhanced - Main.ba2 (c238efe1732a29f4b3e5494111d436c8) AAF_AutonomyEnhanced.esp (9cb8c642ebfa0a71c535cc6473cd817d) It copied AAF_AutonomyEnhanced_DISTR.ini (e25deca0d1401af80f0a22a78fd17b5e) again but it looks like it's all commented out so shouldn't be causing any problems. The F4SE\Plugins\RobCo Patcher\npc and race files were installed correctly. Test 1 20240603_1630 Unlike _Nuclear AE_Alias.IsRunning() is NOT Running and AE_Alias_Creature.IsRunning() both returned, unfortunately. I'm renaming the log files slightly so it tracks timestamp, version of the mod and has my handle. I'm going to do a longer run next and will update this. Test 2 20240603_1649 I went to a different settlement and let it run for awhile, this had one group sex attempt but overall nothing happened. Notes * The error log references the game's \Data\Scripts\Source\User\ folder but none of the AE psc files are present. * I bound a key to have people masturbate, that worked fine. (Although some of the animation choices were a little strange but that's an XML/AAF problem.) Issues * No sexual activity * Character voiceover does not work (subtitles are fine) Papyrus.0.AAF_AER_3.303beta_poplan_20240603_1630.log Papyrus.0.AAF_AER_3.303beta_poplan_20240603_1649.log Edited June 4, 2024 by poplan Updated Results
Invictusblade Posted June 4, 2024 Author Posted June 4, 2024 27 minutes ago, poplan said: AAF_AutonomyEnhanced_v3.303beta test results Installation I had vortex uninstall the mod before reinstalling it, I wanted to be sure there weren't any stray files. During installation I chose all the RobCo options. Data folder contains: AAF_AutonomyEnhanced - Main.ba2 (c238efe1732a29f4b3e5494111d436c8) AAF_AutonomyEnhanced.esp (9cb8c642ebfa0a71c535cc6473cd817d) It copied AAF_AutonomyEnhanced_DISTR.ini (e25deca0d1401af80f0a22a78fd17b5e) again but it looks like it's all commented out so shouldn't be causing any problems. The F4SE\Plugins\RobCo Patcher\npc and race files were installed correctly. Test 1 20240603_1630 Unlike _Nuclear AE_Alias.IsRunning() is NOT Running and AE_Alias_Creature.IsRunning() both returned, unfortunately. I'm renaming the log files slightly so it tracks timestamp, version of the mod and has my handle. I'm going to do a longer run next and will update this. Test 2 20240603_1649 I went to a different settlement and let it run for awhile, this had one group sex attempt but overall nothing happened. Notes * The error log references the game's \Data\Scripts\Source\User\ folder but none of the AE psc files are present. Issues * No sexual activity * Character voiceover does not work (subtitles are fine) Papyrus.0.AAF_AER_3.303beta_poplan_20240603_1630.log 35.6 kB · 0 downloads Papyrus.0.AAF_AER_3.303beta_poplan_20240603_1649.log 200.12 kB · 0 downloads I can think of three things 1. time to change your load order (Place Autonomy last) *and see if anything moves with it 2. unload the mod from your game, and do a clean save and then load it back. (but the new game should have done this) 3. while in Fo4edit, rightclick the mod and click "compact the FormIDs for ESL" and then go to record flags in file header then set it to ESL. (This should rearrange most of the IDs) because according to the papyrus logs, the quests and scenes simply do not exist.
poplan Posted June 4, 2024 Posted June 4, 2024 (edited) 19 minutes ago, Invictusblade said: because according to the papyrus logs, the quests and scenes simply do not exist. Except the _Nuclear option AE_Alias *was* running. And it shows up if I do "help AE_Alias 4" in the console. Edited June 4, 2024 by poplan
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