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Posted
1 hour ago, spicydoritos said:

 

I've seen that once before on a borked save while developing mod updates.  There were a lot of other fundamental things going wrong, really basic engine failures like arrays (lists) being passed to a function but losing all entries beyond the first.  I chalked it up to mixed old/new scripts, cleanup up my version overwrites, and reloaded a previous save.

 

TBH there's no reason I can discern for getting a turret partner.  PVPK's AAF partners are chosen based on whitelisted races in the RefCollectionAlias conditions.  Turrets aren't among those races, obviously, so either the engine is erroneously bypassing the condition checks, or erroneously classifying turrets as some other race.  My suggestion in either case is the same: double check your papyrus log for errors and consider rolling back to a previous save.

Hmm... alright something went wrong on my end then, Two problems is I already went back to a old save before it happened so I'm not sure if it's still in the log and I don't know how to read the papyrus log to find useful info how what one thing went wrong throughout the rest of the log.

  • 2 weeks later...
Posted

I love you. (hold on, still in the game, a provocative perk made me say that)
Ok, good now. I love this mod. When you say this mod is a 'gap filler' (nice pun, btw) you aren't kidding. Since using this mod and some of the perks, my character has been getting her gap filled a lot more frequently and sometimes when I'm not expecting it (thank you Unbridled Nymphomania).


"... grease the skids towards your character having sex, whether by carrot or stick." If my character is getting either of those, she'll need the grease...

I was having a problem that may have been due to the mod's settings conflicting with other mods' settings.
I had what looked like position tree controls in the lower left of my screen show up during PP events, especially with "Life of the Party" enabled. These animations NEVER ended unless I went back to a previous save. Was going to raise this issue here BUT I was futzing around with various AAF mods' settings in the MCM two days ago and it hasn't happened since. I don't, unfortunately, remember which settings I mucked with for which mods. Just a heads up.

Posted

Perk Idea... Dogmeat Lover

 

Dogmeat has certainly made an impact on Nora, as soon as she laid eyes on him, she was hooked. Nora will miss him, if he's absent. If she has sex with him, for some reason, even if if was not Nora's idea, you'll start getting the craving for more.

 

The craving for Dogmeat, will start after you first meet him.

The longer and further you are away from Dogmeat, the higher the craving.

Let it get too high, and Dog Nymphomania will kick in. Nora will automatically have Sex hourly, with any four legged creature, until she sees Dogmeat again.

 

Basically ... you cannot get rid of Dogmeat, once you reach the Full Dogmeats Bitch Perk.

 

I used to use a Skyrim mod, that forced to player to have constant sex, as a punishment, if they didn't wear the correct clothing. Your forced companion, used to turn you into a prostitute, until you followed her rules.

 

 

Affection Perks...

1. I Like Dogmeat

2. Just Doggy Friends

3. Thinking about Dogmeat

4. Dogmeat Cravings

5. Dogmeats Bitch

 

 

Just an Idea...

Posted
3 hours ago, ShadowKraz42 said:

I had what looked like position tree controls in the lower left of my screen show up during PP events, especially with "Life of the Party" enabled. These animations NEVER ended unless I went back to a previous save.

 

Once I make the handoff to AAF, it's out of this mod's hands until the scene ends.  Position tree presence and progression depends on your animations and patching setup.  My limited experience with trees is that the duration sent to AAF gets processed on a *per stage* basis, rather than a full scene basis.  So a default treed animation like BP70 Prone Bone will spend 90 seconds on the first stage, 90 seconds on the second stage, etc until your scene finally ends 7-8 minutes later.

Posted

Bug Report - Easy Prey

 

Noticed this in the Dugout Inn. The sex scene never seemed to fire. I thought it was the RNG but even with the chance set to 100% it still didn't fire.

 

Settings in spoiler and log attached

 

Spoiler

ScreenShot77.jpg.2fc059e0980696918a761f26c16d25f4.jpg

 

Papyrus.0.log

Posted
3 hours ago, Slorm said:

Bug Report - Easy Prey

 

Noticed this in the Dugout Inn. The sex scene never seemed to fire. I thought it was the RNG but even with the chance set to 100% it still didn't fire.

 

Settings in spoiler and log attached

 

  Reveal hidden contents

ScreenShot77.jpg.2fc059e0980696918a761f26c16d25f4.jpg

 

Papyrus.0.log 16.59 kB · 0 downloads

 

I don't think it's related to Dugout Inn, because I've triggered Easy Prey there myself plenty of times.  It's a rather fertile testing ground (if you'll pardon the expression).  Nor is it your settings.

 

That said... the error is bizarre.  PVPK had 7 potential partners in the RefCollectionAlias but only transferred one of them to the partner array.  That one partner happened to be blacklisted by FPSH (might be the collar removal guy, he's blacklisted by default).  And so you saw no scene.  There's no reason for the actors in the RCA not to transfer to the array though.  I don't have any parsing there.  The actors just get sent to an array one by one, it's a really simple section of script.  I don't know why it would fail that time and work every other time.

Posted (edited)
11 hours ago, spicydoritos said:

 

I don't think it's related to Dugout Inn, because I've triggered Easy Prey there myself plenty of times.  It's a rather fertile testing ground (if you'll pardon the expression).  Nor is it your settings.

 

That said... the error is bizarre.  PVPK had 7 potential partners in the RefCollectionAlias but only transferred one of them to the partner array.  That one partner happened to be blacklisted by FPSH (might be the collar removal guy, he's blacklisted by default).  And so you saw no scene.  There's no reason for the actors in the RCA not to transfer to the array though.  I don't have any parsing there.  The actors just get sent to an array one by one, it's a really simple section of script.  I don't know why it would fail that time and work every other time.

Hmm, it is odd. It seems repeatable (though it does sometime work, sometimes not).

 

I first became a bit suspicious when it never seemed to fire at all in Diamond City. I normally have it set to 75% chance so initially thought it was Beth's patent crap RNG, but curiosity then got the better of this cat :classic_smile:

 

I'll run the test a few times more in Diamond City, if it consistently works there then it might indicate that the RNG is just trying to pull the collar remover.

 

EDIT: The Plot Thickens

 

Did some further testing in Diamond City and a few things came out of it

 

Once when it fired it grabbed the kid Sheng and put him next to me. No animation but the game goes straight into an infinite load screen as it looks like it's trying to transport the pc (similar to that annoying bug in SH if the pc is followed into an interior cell)

Papyrus_Sheng_Kawolski.0.log

 

After a couple more tests I got the same problem as in the Dugout Inn

Papyrus_DC.0.log

Edited by Slorm
Posted
1 hour ago, Slorm said:

Hmm, it is odd. It seems repeatable (though it does sometime work, sometimes not).

 

I first became a bit suspicious when it never seemed to fire at all in Diamond City. I normally have it set to 75% chance so initially thought it was Beth's patent crap RNG, but curiosity then got the better of this cat :classic_smile:

 

I'll run the test a few times more in Diamond City, if it consistently works there then it might indicate that the RNG is just trying to pull the collar remover.

 

EDIT: The Plot Thickens

 

Did some further testing in Diamond City and a few things came out of it

 

Once when it fired it grabbed the kid Sheng and put him next to me. No animation but the game goes straight into an infinite load screen as it looks like it's trying to transport the pc (similar to that annoying bug in SH if the pc is followed into an interior cell)

Papyrus_Sheng_Kawolski.0.log 13.57 kB · 0 downloads

 

After a couple more tests I got the same problem as in the Dugout Inn

Papyrus_DC.0.log 16.84 kB · 0 downloads

 

It continues to be bizarre.  These are failures of basic engine functions.  The case with Sheng is the second time I've heard of invalid actors getting pulled into the RefCollectionAlias because the conditions were ignored.  In both of your logs, once again, only one actor was transferred from the RCA to the partners array, for no reason I can discern.  Your second log shows that the one partner was female, and disallowed by your settings, which means she shouldn't have been in the RCA in the first place.

 

I'm not sure what I could possibly change.

Posted
8 hours ago, Slorm said:

Hmm, it is odd. It seems repeatable (though it does sometime work, sometimes not).

 

I first became a bit suspicious when it never seemed to fire at all in Diamond City. I normally have it set to 75% chance so initially thought it was Beth's patent crap RNG, but curiosity then got the better of this cat :classic_smile:

 

I'll run the test a few times more in Diamond City, if it consistently works there then it might indicate that the RNG is just trying to pull the collar remover.

 

EDIT: The Plot Thickens

 

Did some further testing in Diamond City and a few things came out of it

 

Once when it fired it grabbed the kid Sheng and put him next to me. No animation but the game goes straight into an infinite load screen as it looks like it's trying to transport the pc (similar to that annoying bug in SH if the pc is followed into an interior cell)

Papyrus_Sheng_Kawolski.0.log 13.57 kB · 2 downloads

 

After a couple more tests I got the same problem as in the Dugout Inn

Papyrus_DC.0.log 16.84 kB · 2 downloads

 

It's possible that the rather heavy set of conditions on my quest aliases are (on rare occasion) getting checked at the same time as some other intensive engine process, thus causing my condition checks to fail.  I'll try making those more efficient in a future version.  With no consistent way to test, though, it'll be tough for me to tell if it really fixed the problem.

 

In the meantime, I might suggest rolling back to a save prior (or 2-3 saves prior) to the error.

Posted

Thanks for looking into it. I forgot to mention that when testing I did have SH deactivated as it can cause some unexpected side effects at times

Posted
On 3/19/2023 at 1:08 PM, spicydoritos said:

 

Once I make the handoff to AAF, it's out of this mod's hands until the scene ends.  Position tree presence and progression depends on your animations and patching setup.  My limited experience with trees is that the duration sent to AAF gets processed on a *per stage* basis, rather than a full scene basis.  So a default treed animation like BP70 Prone Bone will spend 90 seconds on the first stage, 90 seconds on the second stage, etc until your scene finally ends 7-8 minutes later.

Good to know. I realized a day after I commented originally that if I hit the 'home' key to bring up AAF's menu during a scene, I could just hit 'end' to end the scene with no after effects; d'oh! A couple of days ago I may have inadvertently fixed it when I tweaked my load order for other reasons. Haven't had the issue since.

Posted
On 3/19/2023 at 10:09 AM, Krazyone said:

Perk Idea... Dogmeat Lover

 

Dogmeat has certainly made an impact on Nora, as soon as she laid eyes on him, she was hooked. Nora will miss him, if he's absent. If she has sex with him, for some reason, even if if was not Nora's idea, you'll start getting the craving for more.

 

The craving for Dogmeat, will start after you first meet him.

The longer and further you are away from Dogmeat, the higher the craving.

Let it get too high, and Dog Nymphomania will kick in. Nora will automatically have Sex hourly, with any four legged creature, until she sees Dogmeat again.

 

Basically ... you cannot get rid of Dogmeat, once you reach the Full Dogmeats Bitch Perk.

 

I used to use a Skyrim mod, that forced to player to have constant sex, as a punishment, if they didn't wear the correct clothing. Your forced companion, used to turn you into a prostitute, until you followed her rules.

 

 

Affection Perks...

1. I Like Dogmeat

2. Just Doggy Friends

3. Thinking about Dogmeat

4. Dogmeat Cravings

5. Dogmeats Bitch

 

 

Just an Idea...

There's a mod here, Hornier Dogmeat's New Trick, that has Dogmeat take you after leaving a conversation with him. Your idea would make a great twist on that. I really hope someone takes you up on it. BTW, if you use that mod, make sure to stay where you are for a couple of minutes as it seems to take that long for it to fire off. I've gotten some ... interesting results from fast-traveling or moving too far from the conversation spot before it finally fired off.

Posted
4 hours ago, ShadowKraz42 said:

There's a mod here, Hornier Dogmeat's New Trick, that has Dogmeat take you after leaving a conversation with him. Your idea would make a great twist on that. I really hope someone takes you up on it. BTW, if you use that mod, make sure to stay where you are for a couple of minutes as it seems to take that long for it to fire off. I've gotten some ... interesting results from fast-traveling or moving too far from the conversation spot before it finally fired off.

 

Yeah... I use that mod all the time, I even talked to the Author of it. He even tweaked it for me, because I didn't have the skill to do what I wanted to the mod.

 

There are other Dog mods as well, but nothing lightweight or finished. Problems of Survivor is huge, by DHSV, the author of Dogmeats new trick.

There's Duke, your new best friend. Unfinished and not updated since May 2022.

 

Dogmeats new trick is weird for the first time you greet Dogmeat, Nora lays down, like she's tied up, and nothing happens. It works flawlessly after that though.

Posted
On 3/24/2023 at 4:14 PM, Krazyone said:

 

Yeah... I use that mod all the time, I even talked to the Author of it. He even tweaked it for me, because I didn't have the skill to do what I wanted to the mod.

 

There are other Dog mods as well, but nothing lightweight or finished. Problems of Survivor is huge, by DHSV, the author of Dogmeats new trick.

There's Duke, your new best friend. Unfinished and not updated since May 2022.

 

Dogmeats new trick is weird for the first time you greet Dogmeat, Nora lays down, like she's tied up, and nothing happens. It works flawlessly after that though.

Yeah, I thought that the mod was completely borked when that first interaction occurred, but I stuck with it and was surprised when later the animation played out correctly after talking with him. I think I didn't dl Problems of the Survivor for some reason, but I'll take another look at it.

Posted

So I had a idea that maybe you Carnal Compulsion has a option to trigger only when Unbridled Nymphomania urges are active. With the idea I had being you can set the random sex chance of UN to 0 and then let CC pick a target for you to try and satisfy your urges with.

Posted

Hi, SpicyDoritios :) I tried to read the thread to see if this was already discussed, so sorry if I failed to spot it.

 

But I've been noticing lately that if I "Chug" a stealable alcoholic beverage in sight of an NPC my game locks up. It's been pretty consistent.

 

I can steal normal items without the game getting locked up. And I can chuck booze if I'm not spotted. B ut if I'm spotted, the game locks up so bad when the NPC goes hostile that I have to spawn an alternate desktop, open the task manager and kill Fallout 4 externally.

 

Visually this is how it looks to me:

 

- bottle is red with option to E) steal or R) chug

 

- if I hit R, the NPC gets angry, and the red text turns white, but the bottle remains (though owned instead of unowned)

 

At that point the game locks up and cannot be freed no matter how long I wait nor what keys I hit.

 

It's not a game breaker, of course. I simply have to make sure not to hit R) chug in front of an NPC :) But I figured I'd mention this just in case.

 

Thanks for sharing your awesome mod :)

Posted
8 hours ago, Karna5 said:

Hi, SpicyDoritios :) I tried to read the thread to see if this was already discussed, so sorry if I failed to spot it.

 

But I've been noticing lately that if I "Chug" a stealable alcoholic beverage in sight of an NPC my game locks up. It's been pretty consistent.

 

I can steal normal items without the game getting locked up. And I can chuck booze if I'm not spotted. B ut if I'm spotted, the game locks up so bad when the NPC goes hostile that I have to spawn an alternate desktop, open the task manager and kill Fallout 4 externally.

 

Visually this is how it looks to me:

 

- bottle is red with option to E) steal or R) chug

 

- if I hit R, the NPC gets angry, and the red text turns white, but the bottle remains (though owned instead of unowned)

 

At that point the game locks up and cannot be freed no matter how long I wait nor what keys I hit.

 

It's not a game breaker, of course. I simply have to make sure not to hit R) chug in front of an NPC :) But I figured I'd mention this just in case.

 

Thanks for sharing your awesome mod :)

 

How odd... it sounds as if the scripted ownership change isn't quite functioning properly.  I'm away from my computer for the next week or so.  I'll do some deeper testing when I have my full development environment to work from again.

Posted
14 minutes ago, wrathdragon said:

would it be possible to add a mcm option for skimpy outfits for the usb perk like u have for the exhibitionist perk?

 

Seconded, I'm working on SAKR integration for another mod, and there's a convenient API function to get a percentage of lower body exposure. Relying on that for determining when the player is pantsless would provide some nice alignment as mods start (hopefully) taking up that library for consistent tracking of player nudity.

Posted

i'm also trying architecht not full horizon and found a incompatibilty it alters the activator for powerarmor in some way still trying to figure it out so u cant interface with usb perk im id like to request a patch i will also mention it to nuttysquabble who is making patches for horizon just encase

Posted
9 hours ago, vaultbait said:

 

Seconded, I'm working on SAKR integration for another mod, and there's a convenient API function to get a percentage of lower body exposure. Relying on that for determining when the player is pantsless would provide some nice alignment as mods start (hopefully) taking up that library for consistent tracking of player nudity.

 

That's pretty likely, yeah.  I'm definitely interested in adding optional SAKR integration where it makes sense.

 

9 hours ago, wrathdragon said:

would it be possible to add a mcm option for skimpy outfits for the usb perk like u have for the exhibitionist perk?

 

Possibly.  I'm not a big fan of the idea, because these MCM options turn simple perk conditions into very complex perk conditions (just take a gander at the exhibitionist conditions in xEdit...).  SAKR integration is a much more granular solution and easy to implement. 

 

8 hours ago, wrathdragon said:

i'm also trying architecht not full horizon and found a incompatibilty it alters the activator for powerarmor in some way still trying to figure it out so u cant interface with usb perk im id like to request a patch i will also mention it to nuttysquabble who is making patches for horizon just encase

 

Depends how the other mod affects power armor.  Based on your description, I'm guessing it overrides the normal entry buttons and replaces them with its own.

Posted (edited)
20 minutes ago, spicydoritos said:

 

That's pretty likely, yeah.  I'm definitely interested in adding optional SAKR integration where it makes sense.

 

 

Possibly.  I'm not a big fan of the idea, because these MCM options turn simple perk conditions into very complex perk conditions (just take a gander at the exhibitionist conditions in xEdit...).  SAKR integration is a much more granular solution and easy to implement. 

 

 

Depends how the other mod affects power armor.  Based on your description, I'm guessing it overrides the normal entry buttons and replaces them with its own.

im very limited when it come to xedit so i would understand it. but instead of the perk procking u get a manage screen that does a few things like calling your settlers to scrap it when u meet requirements im trash at explaining and i dont know how to take screen shots on my cpu i never screenshot so srry for the crap explanation and ty for the great mod if that other dude cant or doesnt make a patch ill just wont use architect kind suck looks like a great mod for building settlements but i dont sacrifice gameplay for building

Edited by wrathdragon
Posted

So with twistedtrebla two new mods https://www.loverslab.com/topic/208237-skimpy-armor-keyword-resource-492023/ and https://www.loverslab.com/topic/208645-aaf-bound-in-public-4102023/

 

Have you've thought about having function in this mod? I could see skimpy armor keywords being used by the Delicate Skin and Exhibitionist Streak Perk if they should be active or not.

 

Also could have the skimpy rating making it more likely that the Easy Prey perk will trigger.

 

And Bound in Public could have a chance of happening after Easy Prey or happen with Homewrecker after being sexually assaulted.

 

Posted
38 minutes ago, Spaceguest991 said:

So with twistedtrebla two new mods https://www.loverslab.com/topic/208237-skimpy-armor-keyword-resource-492023/ and https://www.loverslab.com/topic/208645-aaf-bound-in-public-4102023/

 

Have you've thought about having function in this mod? I could see skimpy armor keywords being used by the Delicate Skin and Exhibitionist Streak Perk if they should be active or not.

 

Also could have the skimpy rating making it more likely that the Easy Prey perk will trigger.

 

And Bound in Public could have a chance of happening after Easy Prey or happen with Homewrecker after being sexually assaulted.

 

 

Yeah he dropped those mods in the middle of my vacation, so I'm still catching up.  I very much intend to integrate them where they make sense.  :-)

Posted
8 hours ago, spicydoritos said:

 

Yeah he dropped those mods in the middle of my vacation, so I'm still catching up.  I very much intend to integrate them where they make sense.  ?

Nice and isn't just like life, you think it's safe to go on vacation and something happens while you're away!

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