knots1353 Posted November 18, 2021 Posted November 18, 2021 If you want to use this particular mod right now, you'll need to downgrade. Not only will it need SKSE to be completed (it still lacks dll plugin support) as well as many other DLLs that BF or it's dependencies (like Sexlab itself) depends on, but BF *also* contains it's own plugin DLL which will, at minimum, need a recompile to work with AE, and possibly some amount of rewriting. It'll be a while.
Juffo78 Posted November 19, 2021 Posted November 19, 2021 I already downloaded a new SKSE version (so I can at least run the game). Thanks for the help. So I can either downgrade, wait, or try some similar mods, that might work.
rodrigo2 Posted November 19, 2021 Posted November 19, 2021 Does this mod also cause NPC versus NPC assaults to occur? Or just assaults to PC?
sonofbasedgod Posted November 24, 2021 Posted November 24, 2021 On 7/6/2021 at 8:58 AM, eyeballjones said: 1. After escaping, the aggressor would be laying on the ground and will be stuck in the fallen animation in which case they're a free kill. Thinking about it, I kind of like this feature. I'm getting this issue too, and I wish I knew what could possibly cause it.
BC-07-7E-A8-61-0B Posted December 1, 2021 Posted December 1, 2021 Great mod, I love it. I do have one issue though: If I escape from a scene, the attacker will lie flat on the ground and stay like that, but continue their other behaviour, so they'll slide around on the floor. Any idea what could be causing that?
Suzutsuki Posted December 1, 2021 Author Posted December 1, 2021 When escaping, PushActorAway() is used to put the aggressor into the ragdoll state. If another mod (SexLab) uses Debug.SendAnimationEvent() to play the animation while in the ragdoll state, strange things may happen. NPCs acting strangely should return to their normal state if they are put into the ragdoll state again. It might be a good idea to run PushActorAway() a second time automatically after some time has passed. This kind of problem does not occur in my environment.
BC-07-7E-A8-61-0B Posted December 1, 2021 Posted December 1, 2021 36 minutes ago, Suzutsuki said: This kind of problem does not occur in my environment. Thanks for the reply. It's probably caused by some other mod I'm using. 37 minutes ago, Suzutsuki said: It might be a good idea to run PushActorAway() a second time automatically after some time has passed. How would I do that?
Kashiroi Posted December 3, 2021 Posted December 3, 2021 Just as a note, since I've updated the component mods: they still don't seem to get recognized. It may take some time before it is, I suppose.
PICCHILEE Posted December 4, 2021 Posted December 4, 2021 Nice to meet you. I am a beginner and this may be a silly question, please forgive me. I have installed this mod and... well, it works. But I'm having some trouble and I don't know how to solve it. I would appreciate any advice you can give me. Problem 1: The BF for human opponents works correctly. However, I'm having trouble with the creature rape function. After I am defeated in combat, my character staggers and kneels on the ground. Then, hopefully, the monster's dialogue will appear and my character will be undressed. But they do not take any further action, rather they try to move away. If I open the BF menu and do the act of activating the creature rape setting a few times they will function to a point, but this problem occurs all the time and I have to activate this feature every time. Problem 2: For some creatures, this feature does not work at all. Despite the aforementioned problems, this feature works properly for many creatures. However, with Mud Crab, Mammoth, and Horker, this feature never works and the correct animation never occurs no matter how many times I try the same method and how many defeats me take. After my character kneels down, the camera switches to the subjective view and my character just goes down. They then leave the scene, still without approaching my character. I suspected a glitch and tried to look at the Papyrus logs, but even though I have error logging enabled, there is no log output at all. Is Papyrus not recognizing this problem as an error because, the logs before this problem were outputting correctly? Lastly, I would like to thank Suzutsuki. This mod is very nice. I have had a few troubles due to my ignorance, but still this mod is the best.
Suzutsuki Posted December 4, 2021 Author Posted December 4, 2021 I only tested Creature with RIekling, Draugr and Falmer, so I tested it with Mammoth and Giant. The giants worked, but the mammoths did not. It was because the mammoth's animation was not registered. After registering the animation in SLAL, I turned Creature on and off in BattleFuck's MCM, and tested again, and this time the mammoth worked. If the Creature has no valid registered animations when you enable it in BattleFuck's MCM, it will not be enabled actually. 1
PICCHILEE Posted December 5, 2021 Posted December 5, 2021 Thank you. You're right, I overlooked the animation check. Thanks for testing such a newbie question, and for your thoughtful reply. You are the best mod creator out there!
vobado7331 Posted December 5, 2021 Posted December 5, 2021 is it true this mod does not work for newest version of ae and skse?
Suzutsuki Posted December 5, 2021 Author Posted December 5, 2021 54 minutes ago, vobado7331 said: is it true this mod does not work for newest version of ae and skse? AE versions of PapyrusUtil, powerofthree's Papyrus Extender, and ConsoleUtilSSE have been released. I also compiled sztkUtil with the AE version of SKSE. Replace the files included in Battle Fuck. Then maybe it will work.
TrinaryX Posted December 6, 2021 Posted December 6, 2021 13 hours ago, Suzutsuki said: AE versions of PapyrusUtil, powerofthree's Papyrus Extender, and ConsoleUtilSSE have been released. I also compiled sztkUtil with the AE version of SKSE. Replace the files included in Battle Fuck. Then maybe it will work. With everything updated, BF doesn't recognize the AE sztkUtil or papyrus util
Garthis Posted December 6, 2021 Posted December 6, 2021 Battlefuck is definetly not recognizing the most recent version of sztkUtil
Sundya Posted December 6, 2021 Posted December 6, 2021 Hello. I am enjoying this mod, but I was wondering--would it be possible to add an animation pack sex scene after you give up? It seems kinda anti-climactic when you give up and the scene ends.
secaco3850 Posted December 7, 2021 Posted December 7, 2021 8 hours ago, Garthis said: Battlefuck is definetly not recognizing the most recent version of sztkUtil how did you get it to recognise papyrusutil? I'm using the AE papyrus util and battle fuck can't see it. and same problem with sztkutil with me too.
Sundya Posted December 7, 2021 Posted December 7, 2021 18 hours ago, Sundya said: Hello. I am enjoying this mod, but I was wondering--would it be possible to add an animation pack sex scene after you give up? It seems kinda anti-climactic when you give up and the scene ends. Never mind, I reread your initial post and saw the part about adding consequences. I'll play around with that a little to see what I can do.
Garthis Posted December 7, 2021 Posted December 7, 2021 11 hours ago, secaco3850 said: how did you get it to recognise papyrusutil? I'm using the AE papyrus util and battle fuck can't see it. and same problem with sztkutil with me too. I am not using the AE version of anything. I am still running SE
357328033 Posted December 8, 2021 Posted December 8, 2021 Dear Author !I really love this mod ! However I do face one CTD problem: if defeated by a guard all QTE and sex scenario will go smoothly, but CTD at after fall into unconsciousness. This problem ONLY happened to guards. And i tested with only BF,sexlab and their requirement . It there a way to solve that ? Thanks a lot !
357328033 Posted December 8, 2021 Posted December 8, 2021 On 8/31/2021 at 12:46 PM, you1995 said: It's checked, the only output i get is when i test the hud. EDIT: OK, somehow it works now but crashes when i lose conciousness. EDIT:Fixed the CTD, but i still have a problem, the sex scene doesn't happen. I get pinned to the ground, and the event ends. I do suffer the same CTD when i lose consciousness(only deafed by guards ), would you mind tell me how to fix that ?
Suzutsuki Posted December 9, 2021 Author Posted December 9, 2021 On 12/7/2021 at 4:12 AM, Garthis said: Battlefuck is definetly not recognizing the most recent version of sztkUtil In the mod list on the left side of the MO2 window, make sure sztkUtil is listed lower than Battle Fuck. If the version of the .pex file does not match the version of the .dll, an error will be displayed. 23 hours ago, 357328033 said: Dear Author !I really love this mod ! However I do face one CTD problem: if defeated by a guard all QTE and sex scenario will go smoothly, but CTD at after fall into unconsciousness. This problem ONLY happened to guards. And i tested with only BF,sexlab and their requirement . It there a way to solve that ? Thanks a lot ! In that scenario, you are simply sent to jail during unconscious. Check to see if the CTD occurs when you are arrested by the guards and sent to jail normally. 1
RagingGamer Posted December 10, 2021 Posted December 10, 2021 Any chance of seeing an update in the near future? I love this mod and I'm kind of stuck without it, I've already done the shift to AE, perhaps a bit stupidly, but this is a must have mod for me ?
Kashiroi Posted December 10, 2021 Posted December 10, 2021 17 hours ago, Suzutsuki said: In the mod list on the left side of the MO2 window, make sure sztkUtil is listed lower than Battle Fuck. If the version of the .pex file does not match the version of the .dll, an error will be displayed. Vortex tests: sztkUtil loading after (overwriting) : doesn't work. Error sztkUtil loading before: doesn't work. Error
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