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Seeing some weirdness with the mod. When it's active my FPS drops from a stable 120-144 to a stuttering 55. If I remove worn clothing the breasts and butt continue to wobble on CBBE. Is there some kind of always active effect that triggers this? Physics things are quite heavy on the engine so that could explain the framerate drops and stuttering. 

 

Edited by naaitsab
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9 hours ago, kaxat said:

 

I appreciate the feedback. I am using Cum Overlays - Scripted Edition. It uses `AAF_API.ApplyOverlaySet()` in the code to apply overlays. It also uses an AAF overlayData.xml to define the overlays, groups, and durations. I don't think your feedback is quite applicable here. I've also seen elsewhere on the forums mod authors complain about this. I just noticed the overlays would sometimes become permanent. Someone else pointed out why. It happens when you load a save that has an overlay with a duration applied. Since someone pointed that out I have noticed it to be 100% the case.

In my bug report I detailed how to reproduce in a SFW manner. You can even use the example xml in the AAF overlay tutorial. This bug has also existed for over a year. I remember experiencing it a while ago. After knowing that let me know if you still think my bug report is in error. I would happily remove it if so.

 

In that case, getting @Nebuchadnezzer2 to weigh in on the bug report as well would be a good idea, in order to confirm whether what you're experiencing is expected behavior.

 

To be clear, I also use that mod and experience the same behavior you're describing, I simply assumed it was a limitation of the implementation that the timers couldn't span a save and reload cycle.

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This mod is awesome.

Played version 3 up to the Lucy in the Sky quest, which I believe is the last quest and unfnished at the moment.

Besides some minor spelling mistakes, the shock collar error in Hotel Rexford/Adolf quest which was already mentioned before and some outfit clipping the mod works great.

 

I'm looking forward to the upcoming adventures. Thanks a lot JB.

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4 hours ago, naaitsab said:

Seeing some weirdness with the mod. When it's active my FPS drops from a stable 120-144 to a stuttering 55. If I remove worn clothing the breasts and butt continue to wobble on CBBE. Is there some kind of always active effect that triggers this? Physics things are quite heavy on the engine so that could explain the framerate drops and stuttering. 

 

No, I do not touch the physics. Only the purse and the Nuka Cop wig have physics.

 

I have a profile with CBBE + CBP, and the main one with FG + OCBP. What I do have noticed is that the Maibatsu high heels have a lot of polygons, but nothing related to physics.

Edited by JB.
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55 minutes ago, JB. said:

No, I do not touch the physics. Only the purse and the Nuka Cop wig have physics.

 

I have a profile with CBBE + CBP, and the main one with FG + OCBP. What I do have noticed is that the Maibatsu high heels have a lot of polygons, but nothing related to physics.

It's very weird. When I strip all worn items, the breasts, butt and thighs are "jiggling", even without moving. When I exit the lobby of the Golden Globe studio and enter Nuka world it's gone and after a quick save -> quick reload the FPS is restored and stable. When I return to the studio it starts again.

When I disable the mod and the tattoo mod and reload a different save there is no problem. But only disabling the tattoo mod does nothing.

 

Will try a new game, see if that fixes some things.

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2 hours ago, vaultbait said:

 

In that case, getting @Nebuchadnezzer2 to weigh in on the bug report as well would be a good idea, in order to confirm whether what you're experiencing is expected behavior.

 

To be clear, I also use that mod and experience the same behavior you're describing, I simply assumed it was a limitation of the implementation that the timers couldn't span a save and reload cycle.

Spoiler

  

On 11/14/2021 at 10:03 AM, JB. said:

Yeah, I want to develop it in the future. My problem is that AAF still doesn't remove overlays, its function doesn't work yet, so I made up a "I don't have my tools" story lol.

 

 

However, I have already learned how to remove overlays on my own (that's why I can remove overlays from nails, and from spanking / whip marks). I have yet to think about how to implement this tattoo service. Remove them all. Put specific sets. But it won't be ready anytime soon.

  

On 11/14/2021 at 6:08 PM, kaxat said:

I don't know if this is what you're referring to... an AAF bug that has long plagued me is that overlay durations get broken if you save/reload before the overlay clears. This is why cum overlays can become permanent. I finally decided to check the AAF bug tracker to see if this has ever been reported. It doesn't look like it has. Strange. I've seen other users complain. I just filed a bug report.

 

On an unrelated note: I'm assuming the Nuka Club is another update to look forward to. I unlocked it but no one is inside. If this is an unexpected bug though let me know. I will try to determine why.

I finished my bug list from earlier. Only 4 small issues. Impressive how bug free it is. Thank you so much for this mod.

 

Also quoting the others;

If you can narrow it down to AAF's Overlay handling, by all means.

But as far as I'm aware, it's LooksMenu related, not specifically AAF related.


Even with the old XML-only cum overlays, you'd still often wind up with 'stuck' overlays, in the same way you see now.
Also as far as I'm aware, it can/does also happen with overlays not added by AAF, but via LooksMenu directly.

Reminds me, been meaning to test the oddity I had of on-first-load, the first AAF scene started via API/script could run normally-hidden PositionTree elements, and cause serious FPS drops (to ~8FPS for me), but only on specific anims. Been occupied, and haven't swapped to my more 'basic' test profile to do it yet :sweat_smile:

 

Quote
  1. Add an overlay with a duration to the player character. You can even use the example XML from the wiki,. Though you might increase the duration from 5 to something a longer like 60.
  2. Save the game soon after applying the overlay.
  3. Load the save you just made.
  4. Wait until the duration expires. AAF will not remove the overlay at any point no matter how long you wait. The overlay is now permanent.

Ah, that.
Yes, as far as I know, that's related to LooksMenu, AAF doesn't handle removal at any point, it sends the info (Overlay, duration, etc.) to LooksMenu, and is supposed to be removed after the duration expires, but seemingly doesn't store the duration somewhere such that it persists/can be continued after loading a save, thus just never gets removed.

Edited by Nebuchadnezzer2
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36 minutes ago, jbezorg said:

Replacing the mesh to the Party Outfit with another EasyGirl mesh fixed the CTD. Haven't figured out the exact cause yet.

I'm going to check it out. I think those clothes have some extra "nodes" for FG, it was a special version that a user created. But it wasn't just that outfit.

 

Edit: Although your Buffout error rather indicates a glitch in the texture.

Edited by JB.
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7 hours ago, Nebuchadnezzer2 said:

AAF doesn't handle removal at any point

I know. But Dagobaking added the "RemoveOverlaySet" function in the last update. Unfortunately the feature doesn't work - I've already reported it to him and sent him a demo.

 

But in the end I decided to watch how others did it and I got the hang of it. So removing overlays - at least the ones from my mod - will be handled by me. ?

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12 hours ago, Nebuchadnezzer2 said:
  Reveal hidden contents

  

  

 

Also quoting the others;

If you can narrow it down to AAF's Overlay handling, by all means.

But as far as I'm aware, it's LooksMenu related, not specifically AAF related.


Even with the old XML-only cum overlays, you'd still often wind up with 'stuck' overlays, in the same way you see now.
Also as far as I'm aware, it can/does also happen with overlays not added by AAF, but via LooksMenu directly.

Reminds me, been meaning to test the oddity I had of on-first-load, the first AAF scene started via API/script could run normally-hidden PositionTree elements, and cause serious FPS drops (to ~8FPS for me), but only on specific anims. Been occupied, and haven't swapped to my more 'basic' test profile to do it yet :sweat_smile:

 

Ah, that.
Yes, as far as I know, that's related to LooksMenu, AAF doesn't handle removal at any point, it sends the info (Overlay, duration, etc.) to LooksMenu, and is supposed to be removed after the duration expires, but seemingly doesn't store the duration somewhere such that it persists/can be continued after loading a save, thus just never gets removed.


I started working on trying to narrow it down. I've examined LooksMenu's source. I am not seeing anything in the overlays related to durations or timers. Tints, positions, ordering, all that gets serialized and saved to the SKSE co-save. But nothing about durations. This is hardly conclusive but it does leave me suspicious the logic is in AAF.

I am having trouble finding the complete source for AAF. I am suspicious that some of the related logic is inside the swf file. Which sort of makes sense given Flash's love of reading XML files. But without an .fla I am not sure. If I have time I will decompile the .swf and see what I can find. If the duration logic is stored in actionscript, that would certainly explain why it doesn't persist between saves.

Edit: I apologize. This discussion is probably best suited to its own topic. This bug does directly affect Nuka Ride. The slap marks suffer the same problem. But its still a bit of a tangent we are off on.

Edited by kaxat
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I noticed on two saves that "becoming a pornstar" remained active in the log at two different spots, although the actual quest chain could be run all the way through to the Overboss/apartment.

 

After that, the beta would not start for me. I suspect Sexual Harassment is causing the problem as I had approaches in both runs - so I going to roll back to the start and run through with that disabled in game (or the approaches). This is user error - and correlation =/= causation, but in both saves (one with new beta from start, 1 with beta added in) I could not get the raider greet to start to new content after unlocking the apartment. 

 

 

 

Edited by Nuka Cherry
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2 hours ago, Nuka Cherry said:

I noticed on two saves that "becoming a pornstar" remained active in the log at two different spots, although the actual quest chain could be run all the way through to the Overboss/apartment.

 

Once you have the apartment, you still have to talk to Mason and finally Corsican to win the "The Flagpole" Quest. 

Finally, do the pole dance en the Studio and with that you will win Becoming a Porn Star.

With that, any raider out there gives you the new mission.

Edited by JB.
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23 minutes ago, JB. said:

Once you have the apartment, you still have to talk to Mason and finally Corsican to win the "The Flagpole" Quest. 

Finally, do the pole dance en the Studio and with that you will win Becoming a Porn Star.

With that, any raider out there gives you the new mission.

 

 

Did all quests until everything was greyed out and doubled checked with Mason (all leaders in fact). It is fine, it is a mod conflict, and on me. I will try and confirm it is SH by getting to the end, making sure it works, rolling back and trying to trigger a SH encounter and seeing if that breaks it. I run a lot of mods (190 esm/esps and 690 overall) so if it works on my setup, yoru mod will be solid!

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While using this mod - which is well done and working flawlessly - i noticed something strange. Usually i would do the Ride to NW, back to Commonwelath and just again to NW to start the quest, talk with shank etc. I never thought much about the generic NPCs which are standing in the Nuka World Cell doing nothing. This playthrough tough i staid a little bit longer in NW after the first transport to NW and i noticed that the NPCs in the NW Cell are pretty active, walking around, shooting at things etc. Then after going back to the commonwealth and again to NW the NPCs become almost inactive (only in the exterior and the market).

 

Has anyone else noticed that?

 

EDIT: It must be a problem on my end. 

Edited by Heinz01
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57 minutes ago, Heinz01 said:

While using this mod - which is well done and working flawlessly - i noticed something strange. Usually i would do the Ride to NW, back to Commonwelath and just again to NW to start the quest, talk with shank etc. I never thought much about the generic NPCs which are standing in the Nuka World Cell doing nothing. This playthrough tough i staid a little bit longer in NW after the first transport to NW and i noticed that the NPCs in the NW Cell are pretty active, walking around, shooting at things etc. Then after going back to the commonwealth and again to NW the NPCs become almost inactive (only in the exterior and the market).

 

Has anyone else noticed that?

This would happen to me if I transported the player to the Nuka Train station. My initial idea was to watch the fireworks from the rooftop of that station.

 

But testing many times, I concluded that if I sent the player there, via script, the game seems to interpret that you are doing the main mission of Nuka World and all the packages of the NPCs end up breaking: all the NPCs remain still without doing anything.

 

I have taken the precautions so that this does not happen. If you could tell me / remember when you started to notice that, I would appreciate it.

Edited by JB.
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2 hours ago, JB. said:

...I have taken the precautions so that this does not happen. If you could tell me / remember when you started to notice that, I would appreciate it.

 

As far as i can remember it was always like this in my game and the latest version from your download page. I thought the inactivity was the default behaviour of that NPCs :)

 

Cant say about earlier versions. 

 

EDIT: I did a few testruns with my savegame which was created after character creation and also a new game, each time COCing to sanctuary, talking to charon etc and everything is working. There must something happen on the longer way ( i normally use either randomized start loction or good ol boylston club) which i usually go before speaking to charon that breaks things. I cant reproduce this error that way. I will just make a new game and start near Vault 111. 

 

EDIT2: @JB. I found out what was breaking the AI. In my tests i didnt do what i usually do: Looting containers at the outside of the Nuka Station. Now i did this again and the AI broke directly after discovering the nuka station

Edited by Heinz01
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2 hours ago, Heinz01 said:

In my tests i didnt do what i usually do: Looting containers at the outside of the Nuka Station. Now i did this again and the AI broke directly after discovering the nuka station

Thanks for confirming. It's like the game goes crazy because it expects you to be doing the main mission when you get to Nuka Station. Sure there is a big triggerbox out there that we are accidentally activating (and the problem is that there are thousands of triggerboxes there).

I have several ideas on how to tackle the problem, but it will take a lot of time and testing. I'll save it for later. :thumbsup:

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2 hours ago, DerRebel said:

After i speak with proteckton charon and the lodingscren coms after the lodingscren my game crashs and i do not know why can someone help my pleas  

 

Do you have Buffout installed? Install it and it will save you a lot of CTDs. Also, if you have one, it will generate a text with the possible causes.

 

Go to the official AAF installation guide and follow the steps.

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1 hour ago, jstnf said:

after i talked to vadim and got the ok to dance he just goes back to is vanilla dialog

The dialogue resets after a few seconds.

BUT...

If you do Vadim's repeatable mission (after winning the posters), there is a bug and I have it fixed for version 3.1.0.

Basically I used "GetCurentTime" conditions and it is better to use "GetGlobalValues = HoursTime". (Vadim should accept / reject depending on the time).

 

1 hour ago, jstnf said:

how do i get Nuka club opened

Make the repeatable mission to visit the Overboss.

But do not get excited, the club is just a place that I will work on next year. Now there is only one outfit there and little else.

 

1 hour ago, jstnf said:

im having issues with Music she doesnt do anything after i got back to her 

Did you open the tattoo shop with her yet?

Remember to check your pip boy in the Miscellaneous section. I'm telling you because what you say has happened to me ... but it turns out that Music was waiting for me to sit down to do a piercing / nail job, and I saw that in Miscellaneous.

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I have finished Lucy's mission and it only remains to test it and I upload version 3.1.0 to Mega tonight.

 

 

New hard Requirement: AAF Bad End

 

Spoiler

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Then I start testing the version of @Tentacus! So I upload it all together in Loverslab and I say goodbye for this year.

Edited by JB.
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