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Fun so far but I have had an issue a few times getting a perma black loading screen as my pc was called back to a tentacle that formed far behind me or even on the other side of a zone and I didnt notice as I travelled. I used to have this issue with Harassment but that doesnt seem to happen any more. Is the delay on getting grabbed on my end?

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14 minutes ago, Axary said:

You are right that AAF can eliminate some errors, but not all.

AAF can't exclude an error from positionTreeData.xml because positionTreeData.xml has recursion with PositionData.xml: PositionData.xml refers to positionTreeData.xml, and positionTreeData.xml refers to PositionData.xml.

 

Oh, there are plenty of ways you could construct broken AAF XML data and cause errors or an inability to load everything. Correcting erroneous data isn't an AAF design goal so far as I know.

 

14 minutes ago, Axary said:

If you are in contact with the AAF developers, could you please pass on one request to them.

 

The AAF author accepts feature requests and bug fixes here: https://bitbucket.org/dagobaking/aaf-framework/issues

 

It's best if the people with desired features and bugs report them directly, it's hard for someone else to advocate for your needs.

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4 minutes ago, Vuulgar said:

Fun so far but I have had an issue a few times getting a perma black loading screen as my pc was called back to a tentacle that formed far behind me or even on the other side of a zone and I didnt notice as I travelled. I used to have this issue with Harassment but that doesnt seem to happen any more. Is the delay on getting grabbed on my end?

 

I've seen similar situations where a mod starts to set up a scene involving the player and picks a location just as I'm approaching a load door, then tries to path me back through the load door to start the scene once I reach the cell on the other side. Longer delays for scene setup are often a sign of Papyrus script lag, which could be due to other mods you're also using. The SKK Script Lag latency detector utility mod can be useful in trying to determine whether that's what's happening.

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1 hour ago, vaultbait said:

Oh, there are plenty of ways you could construct broken AAF XML data and cause errors or an inability to load everything. Correcting erroneous data isn't an AAF design goal so far as I know.

The error comes in positionTreeData.xml down the chain.

If user is using an outdated version of the animation package, its .esp does not contain some of the required idleForms.
When AAF checks AnimationData.xml and cannot find the required idleForm in the .esp, it disables the animation where this idleForm is used.
Next, the error goes to AnimationGroupData.xml, because the animation was disabled, disables the animation group, where it was involved.
Next, the error goes to PositionData.xml, because the animation group was disabled, disables the position that contained it.
So the error goes into positionTreeData.xml and enters recursion.

 

1 hour ago, vaultbait said:

It's best if the people with desired features and bugs report them directly, it's hard for someone else to advocate for your needs.

That's the problem, my English is very bad, so it's hard for me to defend my request.

Edited by Axary
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12 minutes ago, lee3310 said:

There is an "exitActors" attribute but it doesn't seem to work: exitActors="0,1" I thought maybe if all actors leave the scene it would stop but none of them left actually.

Thanks for the tip, I will experiment with this parameter.

 

Edited:

Unfortunately it doesn't work. But in any case, thank you very much for trying to help.

Edited by Axary
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2 hours ago, Axary said:

Thanks for the tip, I will experiment with this parameter.

 

Edited:

Unfortunately it doesn't work. But in any case, thank you very much for trying to help.

I will leave a comment on AAF discord about it and a possible "exit" attribute for animation group (maybe it gets implemented in future updates)

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3 hours ago, Axary said:

Thanks for the tip, I will experiment with this parameter.

 

Edited:

Unfortunately it doesn't work. But in any case, thank you very much for trying to help.

2023-03-09.png

So basically, you add  "sendEvent="true"" to the last stage and listen for "OnStageEvent" where you stop the running scene (it's a good solution but i still prefer PositionTree over script)

Event AAF:AAF_MainQuestScript.OnStageEvent(AAF:AAF_MainQuestScript akSender, Var[] akArgs)


I'm also interested in stopping scenes in 'animationGroup' especially for SavageCabbage animations (making tree for all of them will take forever)

Edited by lee3310
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1 hour ago, lee3310 said:

So basically, you add  "sendEvent="true"" to the last stage and listen for "OnStageEvent" where you stop the running scene (it's a good solution but i still prefer PositionTree over script)

This solution can be used in the new mod. But if I add it to NR now, JB will cut my head off, because he would have to rewrite hundreds of animation call scripts. :joy:

 

1 hour ago, lee3310 said:

I'm also interested in stopping scenes in 'animationGroup' especially for SavageCabbage animations (making tree for all of them will take forever)

Totally agree, this solution made the job easier not only for me but for everyone who makes patches for animation packs (UAP, Indarello and any other staging patches).

Edited by Axary
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16 hours ago, JB. said:

 

I'm sorry this drove you crazy, Sthan!

 

My mod listens for OnSceneEnd events, but only does so when scenes have "NukaRide" strings.
 

I have not been able to replicate your problem, regarding AAF not starting, but this mod works fine for me. I have Nuka Ride, Sanity Framework, the tentacles mod and the latest version of UAP installed. I have forced tentacle appearances through the MCM and watched them disappear after the attack. 

 

I tested it with UAP and without UAP. 

 

I'll see if I can do something on my end, both to replicate the problem and to find a way around it. 

JB, please dont' think I am moaning about your mod!  I am creating a whole new save to play the way you said in your notes its intended to play!  I LOVE the concept.  I really want it to work with Sanity, because, being a porn star should test one's sanity!

 

You did an amazing job and added so much content!  Please please, do think I am disparaging your mod.  I so want to play, and I am willing to create a whole new install just to play :)

 

I don't know what the problem is!  I was just becoming frustrated.  I want to deliver a good mod, and it always makes me sad when I break something for someone else.

 

 

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13 hours ago, vaultbait said:

 

AAF itself is not especially fragile, but a lot of people are using it off-label in ways which it was not designed to accommodate. Specifically, it's not engineered for the way mod authors have been patching other authors' animation data, nor for mods embedding partial data sets which directly reference data from other mods. It expects all supplied animation data to make a coherent whole, but when different people are updating interrelated pieces without coordinating with each other you can quickly end up with an incoherent mess which AAF has no hope of parsing successfully.

I agree.  It just hasn't recovered gracefully when things are not what is expects. For instance, I did notice in the debug that there is a lot of noise about the tentacles not having proper keywords and such.  AAF is then scanning for these removed items on PlayerLoadGame every time and it never reconciles and deletes them.  So that adds noise to the game.  I suspect, it also causes issues with the subsequent anims.  I have tried several methods to kill the tentacles properly after an ambush.  But it seems they never get removed from the AAF load. I will happily share my logs on this and get your insight.  It is making me mental!  I have errors in the debug.  :)

I've tried killing, disabling and deleting the tentacles after an encounter.  They are never removed from AAF, even after moving the events to the OnSceneEnd. So the list of errors increases after each attack.

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22 hours ago, vaultbait said:

 

I've seen similar situations where a mod starts to set up a scene involving the player and picks a location just as I'm approaching a load door, then tries to path me back through the load door to start the scene once I reach the cell on the other side. Longer delays for scene setup are often a sign of Papyrus script lag, which could be due to other mods you're also using. The SKK Script Lag latency detector utility mod can be useful in trying to determine whether that's what's happening.

 

Advice taken and thanks, I had somehow missed that mod. Out of a few hours playing I only received notice of a couple times there was any latency and that was 1% at 61 frames, it even fired right before I got a text box saying a tentacle grabbed me and it said none but I still got the black screen with the loading circle in the lower right. I left it and made lunch to see if it would eventually load but when I returned it was still trying and this was at Walden Pond out door area, I had not been through a zone for quite a while.  I can still hear in game sounds and task manager doesnt say "not responding" as it does with a traditional crash and this doesnt happen every time, more like 1 out of 5.

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14 hours ago, Sthan Dust said:

I did notice in the debug that there is a lot of noise about the tentacles not having proper keywords and such.  AAF is then scanning for these removed items on PlayerLoadGame every time and it never reconciles and deletes them.  So that adds noise to the game.  I suspect, it also causes issues with the subsequent anims.  I have tried several methods to kill the tentacles properly after an ambush.  But it seems they never get removed from the AAF load. I will happily share my logs on this and get your insight.  It is making me mental!  I have errors in the debug.  :)

I've tried killing, disabling and deleting the tentacles after an encounter.  They are never removed from AAF, even after moving the events to the OnSceneEnd. So the list of errors increases after each attack.

 

I'm definitely interested. I'll try to replicate, though the only places I've used tentacles so far I don't directly call AAF, rather I let the Animated Tentacles mod do its "attack" routine if the player bumps into an aggressive one (and make it very hard for the player to avoid doing so, but that at least adds a little element of gamification to the incident). As mentioned earlier, I only remove tentacles asynchronously after the player is far enough away that I can be certain they're not engaged in any animation.

 

One thing you might try, if you haven't already, is not killing the tentacles directly as a result of AAF events, but rather set a timer, and then run your tentacle cleanup routine from the resulting timer event. Otherwise it's still possible you're blocking execution of AAF's own scene termination routines or racing them.

 

Anyway, I'll see if I have similar AAF errors I've not been noticing, it's possible I'm running into the same problems with my implementation and am just not aware.

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9 hours ago, vaultbait said:

 

I'm definitely interested. I'll try to replicate, though the only places I've used tentacles so far I don't directly call AAF, rather I let the Animated Tentacles mod do its "attack" routine if the player bumps into an aggressive one (and make it very hard for the player to avoid doing so, but that at least adds a little element of gamification to the incident). As mentioned earlier, I only remove tentacles asynchronously after the player is far enough away that I can be certain they're not engaged in any animation.

 

One thing you might try, if you haven't already, is not killing the tentacles directly as a result of AAF events, but rather set a timer, and then run your tentacle cleanup routine from the resulting timer event. Otherwise it's still possible you're blocking execution of AAF's own scene termination routines or racing them.

 

Anyway, I'll see if I have similar AAF errors I've not been noticing, it's possible I'm running into the same problems with my implementation and am just not aware.

The next release implements a timer.  Great observation!  I thought maybe AAF was getting confused. So, there is a potion equipped to kill the tentacles after 3 minutes. That way all AAF scenes are finished and they are unlocked to die.  This should fix several issues.

 

I am doing one final test before release.  We don't want a repeat of the infinite loop bug, which I feel terrible about.  It was rubbish and i should have paid attention to my own code better.

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Happy Sunday Everyone.

 

I apologise for the late release.  Work was rather rubbish this week.

 

I've uploaded the latest version that address issues with tentacles animations in general.  Tentacles will now die due to a poison spell that starts after AAF is done doing its clean up.

 

New Functionality has been added for Milking the player.  This works with Wasteland Dairy.  Notes are on the home page.

 

Thank you and I hope you had a wonderful weekend. ❤️

 

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11 minutes ago, astor said:

Is it mandatory to find the notes?  i found one, at the first red rocket, but that's all.

HI there.  The notes are actually the story.  Each on uncovers a bit more, and some of them add perks.  You won't be able to craft insanity restoring meds unless you find the first few.

 

Spoiler

The next note is in Concord.  As you walk from Red Rocket to the right of the brahmin corpse, you'll see a few candles and a note.  That will tell you where to go next.

❤️

 

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Just started using this mod, thanks in part to the tentacle animations mod. 

 

I do have one request though - is it possible to set up a hotkey or onscreen readout of the characters sanity traits, similar to what Sex Attributes does?

I'd like to be able to keep a more real-time monitor of how my character is doing, rather than periodically going into the MCM and using the debug function to display them.

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Hi, Sthan. I hope you're well :) The following post is just informational. As I mentioned before, I don't think you should do anything about what I say below, especiall since everything is working correctly for both you and JB.

 

When you released version 2.10 of Sanity Framework I immediately tested several MCM forced-tentacle attacks. The tentacles never vanished on their own, and Sanity Framework never detected the ends of the scenes (meaning no pregnancy, no dark gift, no tentacle decay).

 

I then tested a dozen or so non-SF tentacle attacks by using a console to summon an aggressive tentacle (and a couple of times a hypnotic tentacle) and then watching whether SF recognizes those attacks. It does.

 

On a non-SF attack my character got pregnant every time, and the SF Beastess counter incremented both the Tentacle counter and the Tentacle Pregnancy counter. It did not give dark gifts, but it was at least aware of those encounters after they completed. And as I said, my character did get pregnant from the non-SF attacks.

 

I then decided to do more extensive testing, and I've spent the last 24 hours or so non-stop testing Sanity Framework 2.10.

 

First I uninstalled the following mods from my game. This took several hours because it was a mix of uninstallations and plugin deactivations, ad as I had more than 300 active mods I wanted to carefully record what I deactivated so I'd know what to reinstall and/or reactivate later.

 

Here's what I uninstalled:

 

 


For testing am uninstalling following animations:
bp70
gray user
snapdragon
f-me shoes
cammy poses
daily life of hookers
Real Animated Poses
Brave Anims
Indarello patch for animations
Uninstall AAF ver beta 154
Install AAF ver beta 166
Additional Plugins disabled by this:
- MODMoreGirlyAnim
- Nuka Ride CWSS patch

Also Uninstall:
Zazout 4
crx
savage cabbage
Mutated Lust
Atomic Lust
Fo4 Animations by leito v2.1b
Fo4 Leito Voice Fix 1.1
Nuka Ride

Next try:
DLC Creature Pack Beta v0.1
Creature Pack 3.01
Torture Devices 2.2
Fo4 Creature Rigs
Fo4 Creature Game Assets
AAF Creature Resources
Sanity Framework

Real Handdcuffs
Raider Reform School 0.08
Devious Devices 2.0
Deevious Devices Upscaled Textures
Devious Devices Slave Heel Resources

Problems of Survivor 1.5.2
Problems of Survivor Voice

Just Business 0.76
SexHarassment 1.7.4
AAF SEU XML Addon v1.15
AAF SEU v1.15
Fallout 4 High Heels System 1.8.1
MCG
Crime and Punishment v1.1.2
CAP MCG Patch
CAP Extended Kidnapping Locations
AAF Violate
AAF Violate Purgatory
AAF Autonomy Enhanced Redux
AAF Spectators
Animated Tentacles
Flashy Commonwealth Fishing
Provocative Perks
Raider Pet
Release_50Shades_v01_05
Releas_BadEnd_v01_05
RSE II CSA
RSE II CSA Race Patch
RZF4P_0_5
Servitron
ScriptTweaks Violate 0.41
Supermutant Behemoth
Toys And Tentacles - AAF Patch-Fix - V2.0
Ada2Human
RSE II AbductionsPack
RSEII Reproductive SystemEffects v1.1
Wateland Dairy Framework
AAF Family Planning
Sex Education 2.7.3
Sex AAttribues HUD 2.00
Sex Attributes 2.7.3
Tattoos after rape 1.2
Tattoos after rape 1.2 actor support
Random Overlay Network
CumOverlays v1.4
Barber and Surgeon Camera Fix
Brawl Bug Fix
Bullet Time
Cutom Camera
CWSS Redux 4.01
Dancecyclopedia
dcc-potc 
Dangerous Nights
Dogs can grab player
JB_11a Generic
POS Scripts 1.5.2
RSE II Resources ESM
Selfish Heals
Toys and Tentacles v2Fixed
Rogg DD Item Manger
TCD Collections 122.1
TCD Collections 1221.1 Male Overlays Hotfix
Slave Tattoos (Captive Tattoos 3.1)
Render Tattoos
Achievements (I reinstalled)
Cum overlays reduced glow
DD Armorbench unlocker
FPE Interface Script
HUD Framework
IKAROS Androids
IKAROS Androids 8k Textures
Karna Fable Paintings
Maxwell's World
Maxwell's World XDI Patch
Mirelurk King Penises v3.1
Nightstalkers
Nightstaker Junk
Nightstalker 4k textures
NSFW Strapon dildo for FO4
Nuka Ride 6.0 xVASynth voiceover
Nuka Ride Dong for Lyons
PotC Morph Plus ver05 (plug morphs)
Power Deathclaw
Release NSFWsoundtrack 3_01
rrs_fg_0.08
RZ Diesel Fusion Outfit
T&T FG
Unicorn for Workshop Patch
Wash Out that Cum
Wastelanders 04 P4


Plugins Unclicked:
Devious Devices Overrides
Valdicci Overrides
Cumistry Overrides
MagnoCumGaudioOverrides
RealHandcuffsOverrides
NukaRideApartmentGarden
PoS_Overrides
FP_SexualHarassmenetOverrides
DeviousDevicesFaceMorphs
Valdacils Item Sorting (because missing Real Handcuffs)
Wasteland OFfspringOverrides
Nuka Ride Overrides
DD Bench Unocker
Rogg DD Items Manager
RaiderReformSchool
rrs_fg
KarnaColorChangers
KarnaLight
Karna.esp
Crimeandpunishmen_override
VIO_StraponOVerrides (because removed Guille)
Craftable Bad End Furniture
IkarosKarnaOverrides
HN66FO4 EasyGirl
ArmorsmithExtendedOverrides
KarnaWeapons
KarnaNPC
CommonwealthCaptivesOverrides
RSE II Resources
CWSS Redux
Provocative Perks Overrides
AAF Bad End
Dildo Bat Straon
Flashy Crime and Punishment
CBBE
SFE
DangerousNights
Indarello_syntclampon
ZEX-Test
TD_DLC01Workshop
FlashyCAPMCGOverrides
InoueLiquidFX
FO4HHS
rb_dancecycopedia
INVB_Enslavement
MDFB
FF7R
Universal Working Bathroom Fixtures
Maxwell World
Maxwell World XDI Patch
FAPP Weight Fixer
Dogs Can Grab
Ghoul Menace FO4
Milking and Devious Costumes
Ikaros Androids
IkarosKarnaOverrides
Infernal Succubus
PipBoy Flashlight
FPE Resource Overrides
INVB_WastelandResources Overrides
FP_FamilyPlaning Overrides
FP Sex Attributse Overrides
INVB_WastelandDairy_Overrides
Karna Nuka NPC

 

[Note: you may see a few items twice. That's because I initially deactivated plugins when they were orphaned by uninstalling a dependency, and later I went back and did full uninstalls of the orphan mods]
 

 

 

Next I started a new game and made a super clean install of just the basic AAF mods and Tentacles and Sanity Framework. I did not yet reinstall the other mods (like Nuka Ride and AAF Violate and dozens more).

 

So my bare bones new game I readded the following:

 

 

x Advanced Animatin Framework

x Themes

x Vioxis Stapons v5

x Torture Devices 2.21
x Creature Pack 3.01
x bp70
x daily life of hookers
x Brave Anims
x Zazout 4
x CWSS Redux 4.01
x savage cabbage
x Mutated Lust
x Atomic Lust
x Fo4 Animations by leito v2.1b
x Fo4 Leito Voice Fix 1.1
x Releas_BadEnd_v01_05
DLC Creature Pack Beta v0.1

x Real Handcuffs
x Devious Devices 2.0
x Deevious Devices Upscaled Textures
x Devious Devices Slave Heel Resources

x Indarello patch for animations

x RSE II Resources ESM
x RSE II AbductionsPack
x RSEII Reproductive SystemEffects v1.1

x Sex Attributes 2.7.3
x Sex AAttribues HUD 2.00
x Sex Education 2.7.3

x Animated Tentacles
x RZF4P_0_5

x Sanity Framework

x AAF Family Planning
x Wasteland Dairy Framework
 

 

 

Then I used MCM to trigger a tentacle attack through Sanity Framework. The animation's ending did not trigger the proper completion (no dark gift, no pregnancy, no tentacle decay, etc.). It's the same issue where it sticks on the Unjoining state.

 

After waiting a few minutes I used console command to delete/disable the two tentacles, used the MCM Beastess option to reset blockers, and I summoned an aggressive tentacle.

 

The aggressive tentacle attacked (a non-SF attack), and at the end of it my character got pregnant, and the SF counters increased correctly.

 

It's been around 3 days since I went to bed, so I probably won't do any more testing for a day or so. I'm not even going to finish reinstalling my mods yet which I didn't restore. But I just wanted to share the results of my tests.

 

Again, because you and JB do not have an issue I don't think you should do anything about this. I just wanted to let you know that the SF Tentacle attacks are the only animations that seem to stick in the Unjoining state. AAF Violate, Just Business, Autonomy Enhanced, MCG, SEU and every other mod I've tested never have the unjoining issue, and their animations are recognized by the SF counters upon completion.

 

But I'm tired, so I apologize that if you reply to this (which is not necessary) I may not see it for a long time *laughs* Thanks again :) I still love your mod tremendously (i fact, I love it enough to uninstall more than a hundred mods just to test it, haha).

 

p.s. I don't list the uninstall/install of AAF and Themes because I did that so many times, and it's the basics that don't need to be listed :) But I did make sure to re-apply those as needed. I also went to the AAF discord and downloaded the latest utilities to proof read the installation of AAF for errors. It did catch one corrupted script early in my tests, but I fixed that early in my tests. It made no difference to the results :)

 

 

Edited by Karna5
Link to comment
15 hours ago, IBAGadget said:

Just started using this mod, thanks in part to the tentacle animations mod. 

 

I do have one request though - is it possible to set up a hotkey or onscreen readout of the characters sanity traits, similar to what Sex Attributes does?

I'd like to be able to keep a more real-time monitor of how my character is doing, rather than periodically going into the MCM and using the debug function to display them.

Yes I will work on this in the next release for sure. :)

Link to comment
1 hour ago, Karna5 said:

Hi, Sthan. I hope you're well :) The following post is just informational. As I mentioned before, I don't think you should do anything about what I say below, especiall since everything is working correctly for both you and JB.

 

When you released version 2.10 of Sanity Framework I immediately tested several MCM forced-tentacle attacks. The tentacles never vanished on their own, and Sanity Framework never detected the ends of the scenes (meaning no pregnancy, no dark gift, no tentacle decay).

 

I then tested a dozen or so non-SF tentacle attacks by using a console to summon an aggressive tentacle (and a couple of times a hypnotic tentacle) and then watching whether SF recognizes those attacks. It does.

 

On a non-SF attack my character got pregnant every time, and the SF Beastess counter incremented both the Tentacle counter and the Tentacle Pregnancy counter. It did not give dark gifts, but it was at least aware of those encounters after they completed. And as I said, my character did get pregnant from the non-SF attacks.

 

I then decided to do more extensive testing, and I've spent the last 24 hours or so non-stop testing Sanity Framework 2.10.

 

First I uninstalled the following mods from my game. This took several hours because it was a mix of uninstallations and plugin deactivations, ad as I had more than 300 active mods I wanted to carefully record what I deactivated so I'd know what to reinstall and/or reactivate later.

 

Here's what I uninstalled:

  Reveal hidden contents

 


For testing am uninstalling following animations:
bp70
gray user
snapdragon
f-me shoes
cammy poses
daily life of hookers
Real Animated Poses
Brave Anims
Indarello patch for animations
Uninstall AAF ver beta 154
Install AAF ver beta 166
Additional Plugins disabled by this:
- MODMoreGirlyAnim
- Nuka Ride CWSS patch

Also Uninstall:
Zazout 4
crx
savage cabbage
Mutated Lust
Atomic Lust
Fo4 Animations by leito v2.1b
Fo4 Leito Voice Fix 1.1
Nuka Ride

Next try:
DLC Creature Pack Beta v0.1
Creature Pack 3.01
Torture Devices 2.2
Fo4 Creature Rigs
Fo4 Creature Game Assets
AAF Creature Resources
Sanity Framework

Real Handdcuffs
Raider Reform School 0.08
Devious Devices 2.0
Deevious Devices Upscaled Textures
Devious Devices Slave Heel Resources

Problems of Survivor 1.5.2
Problems of Survivor Voice

Just Business 0.76
SexHarassment 1.7.4
AAF SEU XML Addon v1.15
AAF SEU v1.15
Fallout 4 High Heels System 1.8.1
MCG
Crime and Punishment v1.1.2
CAP MCG Patch
CAP Extended Kidnapping Locations
AAF Violate
AAF Violate Purgatory
AAF Autonomy Enhanced Redux
AAF Spectators
Animated Tentacles
Flashy Commonwealth Fishing
Provocative Perks
Raider Pet
Release_50Shades_v01_05
Releas_BadEnd_v01_05
RSE II CSA
RSE II CSA Race Patch
RZF4P_0_5
Servitron
ScriptTweaks Violate 0.41
Supermutant Behemoth
Toys And Tentacles - AAF Patch-Fix - V2.0
Ada2Human
RSE II AbductionsPack
RSEII Reproductive SystemEffects v1.1
Wateland Dairy Framework
AAF Family Planning
Sex Education 2.7.3
Sex AAttribues HUD 2.00
Sex Attributes 2.7.3
Tattoos after rape 1.2
Tattoos after rape 1.2 actor support
Random Overlay Network
CumOverlays v1.4
Barber and Surgeon Camera Fix
Brawl Bug Fix
Bullet Time
Cutom Camera
CWSS Redux 4.01
Dancecyclopedia
dcc-potc 
Dangerous Nights
Dogs can grab player
JB_11a Generic
POS Scripts 1.5.2
RSE II Resources ESM
Selfish Heals
Toys and Tentacles v2Fixed
Rogg DD Item Manger
TCD Collections 122.1
TCD Collections 1221.1 Male Overlays Hotfix
Slave Tattoos (Captive Tattoos 3.1)
Render Tattoos
Achievements (I reinstalled)
Cum overlays reduced glow
DD Armorbench unlocker
FPE Interface Script
HUD Framework
IKAROS Androids
IKAROS Androids 8k Textures
Karna Fable Paintings
Maxwell's World
Maxwell's World XDI Patch
Mirelurk King Penises v3.1
Nightstalkers
Nightstaker Junk
Nightstalker 4k textures
NSFW Strapon dildo for FO4
Nuka Ride 6.0 xVASynth voiceover
Nuka Ride Dong for Lyons
PotC Morph Plus ver05 (plug morphs)
Power Deathclaw
Release NSFWsoundtrack 3_01
rrs_fg_0.08
RZ Diesel Fusion Outfit
T&T FG
Unicorn for Workshop Patch
Wash Out that Cum
Wastelanders 04 P4


Plugins Unclicked:
Devious Devices Overrides
Valdicci Overrides
Cumistry Overrides
MagnoCumGaudioOverrides
RealHandcuffsOverrides
NukaRideApartmentGarden
PoS_Overrides
FP_SexualHarassmenetOverrides
DeviousDevicesFaceMorphs
Valdacils Item Sorting (because missing Real Handcuffs)
Wasteland OFfspringOverrides
Nuka Ride Overrides
DD Bench Unocker
Rogg DD Items Manager
RaiderReformSchool
rrs_fg
KarnaColorChangers
KarnaLight
Karna.esp
Crimeandpunishmen_override
VIO_StraponOVerrides (because removed Guille)
Craftable Bad End Furniture
IkarosKarnaOverrides
HN66FO4 EasyGirl
ArmorsmithExtendedOverrides
KarnaWeapons
KarnaNPC
CommonwealthCaptivesOverrides
RSE II Resources
CWSS Redux
Provocative Perks Overrides
AAF Bad End
Dildo Bat Straon
Flashy Crime and Punishment
CBBE
SFE
DangerousNights
Indarello_syntclampon
ZEX-Test
TD_DLC01Workshop
FlashyCAPMCGOverrides
InoueLiquidFX
FO4HHS
rb_dancecycopedia
INVB_Enslavement
MDFB
FF7R
Universal Working Bathroom Fixtures
Maxwell World
Maxwell World XDI Patch
FAPP Weight Fixer
Dogs Can Grab
Ghoul Menace FO4
Milking and Devious Costumes
Ikaros Androids
IkarosKarnaOverrides
Infernal Succubus
PipBoy Flashlight
FPE Resource Overrides
INVB_WastelandResources Overrides
FP_FamilyPlaning Overrides
FP Sex Attributse Overrides
INVB_WastelandDairy_Overrides
Karna Nuka NPC

 

[Note: you may see a few items twice. That's because I initially deactivated plugins when they were orphaned by uninstalling a dependency, and later I went back and did full uninstalls of the orphan mods]
 

 

 

Next I started a new game and made a super clean install of just the basic AAF mods and Tentacles and Sanity Framework. I did not yet reinstall the other mods (like Nuka Ride and AAF Violate and dozens more).

 

So my bare bones new game I readded the following:

  Reveal hidden contents

 

x Advanced Animatin Framework

x Themes

x Vioxis Stapons v5

x Torture Devices 2.21
x Creature Pack 3.01
x bp70
x daily life of hookers
x Brave Anims
x Zazout 4
x CWSS Redux 4.01
x savage cabbage
x Mutated Lust
x Atomic Lust
x Fo4 Animations by leito v2.1b
x Fo4 Leito Voice Fix 1.1
x Releas_BadEnd_v01_05
DLC Creature Pack Beta v0.1

x Real Handcuffs
x Devious Devices 2.0
x Deevious Devices Upscaled Textures
x Devious Devices Slave Heel Resources

x Indarello patch for animations

x RSE II Resources ESM
x RSE II AbductionsPack
x RSEII Reproductive SystemEffects v1.1

x Sex Attributes 2.7.3
x Sex AAttribues HUD 2.00
x Sex Education 2.7.3

x Animated Tentacles
x RZF4P_0_5

x Sanity Framework

x AAF Family Planning
x Wasteland Dairy Framework
 

 

 

Then I used MCM to trigger a tentacle attack through Sanity Framework. The animation's ending did not trigger the proper completion (no dark gift, no pregnancy, no tentacle decay, etc.). It's the same issue where it sticks on the Unjoining state.

 

After waiting a few minutes I used console command to delete/disable the two tentacles, used the MCM Beastess option to reset blockers, and I summoned an aggressive tentacle.

 

The aggressive tentacle attacked (a non-SF attack), and at the end of it my character got pregnant, and the SF counters increased correctly.

 

It's been around 3 days since I went to bed, so I probably won't do any more testing for a day or so. I'm not even going to finish reinstalling my mods yet which I didn't restore. But I just wanted to share the results of my tests.

 

Again, because you and JB do not have an issue I don't think you should do anything about this. I just wanted to let you know that the SF Tentacle attacks are the only animations that seem to stick in the Unjoining state. AAF Violate, Just Business, Autonomy Enhanced, MCG, SEU and every other mod I've tested never have the unjoining issue, and their animations are recognized by the SF counters upon completion.

 

But I'm tired, so I apologize that if you reply to this (which is not necessary) I may not see it for a long time *laughs* Thanks again :) I still love your mod tremendously (i fact, I love it enough to uninstall more than a hundred mods just to test it, haha).

 

p.s. I don't list the uninstall/install of AAF and Themes because I did that so many times, and it's the basics that don't need to be listed :) But I did make sure to re-apply those as needed. I also went to the AAF discord and downloaded the latest utilities to proof read the installation of AAF for errors. It did catch one corrupted script early in my tests, but I fixed that early in my tests. It made no difference to the results :)

 

 

 
 

Hi there. I have a couple of silly questions:

 

1) if you type "help SD_Setting_Integrate_FPE 3" does it show this as a 1?

2) Which version of F4SE do you have installed?  I had to roll back to a previous version because the Utility.Pex had broken in the compiler, so it was causing multiple compile errors that I have not reconciled.  

3) can you send your Papyrus0.log to me?  It will show me all the errors.

 

I will try cleaning the mod and see if that fixes things.  For some reason CK holds on to old things.

 

Thank you so much for continuing to help.  This is good information!

❤️

 

Edited by Sthan Dust
Link to comment
7 hours ago, ecastellvi said:

Hi, I'm trying the newest release in a new game and the Beastess Statistics are not working, it doesn't show the attacks, but it shows the pregnancy counter. 

HI there.  This would be because I'm mental and made a logic error. :)

 

I will fix this in the next release.  Sorry about that!

❤️

 

Link to comment
1 hour ago, Sthan Dust said:

help SD_Setting_Integrate_FPE 3

Hi, Sthan. I didn't go to sleep yet so typed the above in the re-installation (where she's pregnant now in pre-holocaust Sanctuary from the non-SF tentacles) gets the following:
 

SD_Setting_Integrate_FPE = 1.00

 

In my tests the previous 24 hours I tested with two versions of LooksMenu along with the corresponding F4SE versions, but the older F4SE didn't help. The versions of F4SE I tested were:

f4se_0_6_21

f4se_0_6_23

 

I can try older than that if you wish, but going too old may have incompatibilities with several of the F4SE mods I use.

 

I really have been up a full 3 days, though (it's early Monday evening for me now, and I got up Friday morning, haha. So I'm getting foggy brained to do mroe testing at the moment but will be happy to do anything tomorrow :) Thanks.

I deliberately didn't have papyrus logs running during my tests be4cause I did many, many dozens of tests in the 24 hour period. I'll have to turn on logging tomorrow. If you tell me what version of F4SE I should try for the tests I'll be sure to do that as well :) Thanks! :)

 

 

Link to comment
1 hour ago, Sthan Dust said:

HI there.  This would be because I'm mental and made a logic error. :)

 

I will fix this in the next release.  Sorry about that!

❤️

 

Hey, this is Loverslab, we're all mental. Have you seen the kind of shit there is hosted in this site??? ?

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