vaultbait Posted July 12, 2023 Posted July 12, 2023 7 minutes ago, Oldwolf58 said: @twistedtrebla only thing I'd like to see is a greater scan radius to pull nearby NPC's . I've been in places where I can see nearby NPC's but they aren't pulled as aggressors. The site near the bridge near bunker hill is one, no one from bunker hill is pulled as an aggressor, also the one south of the south boston checkpoint, there are 3 gunners at the checkpoint and 3 raiders at a little "fort" under the overpass, only the 2 in the checkpoint office show up and then only as spectators, though they will get pulled as aggressors "IF" you have the dialogues turned off, and only one of the three in the little fort under the overpass gets pulled "IF" they are walking on the upper part of the fort and then only pulled as a spectator but again will be used as an aggressor "IF" the dialogues in BIP are off. I think the spectator mod is doing the initial pull for these NPC's but then if the dialogue option is OFF in BIP then they are close enough at the end of a scene to get tagged and pulled by BIP. For reference, this is currently hardcoded at a 1500 unit radius around the player's coordinates in BIP_NPCFinder.psc.
Oldwolf58 Posted July 12, 2023 Posted July 12, 2023 6 minutes ago, vaultbait said: For reference, this is currently hardcoded at a 1500 unit radius around the player's coordinates in BIP_NPCFinder.psc. In other words for me to change it myself would require me to mess with the .psc file which since I'm deffinately NOT a coder would probably cause untold havok LOL I'd rather let you guys that ARE coders make those sorts of changes, perhaps a slider in the MCM for pull distance? or hard code it at the standard for AAF which I believe is 5000 units?
vaultbait Posted July 12, 2023 Posted July 12, 2023 10 minutes ago, Oldwolf58 said: In other words for me to change it myself would require me to mess with the .psc file which since I'm deffinately NOT a coder would probably cause untold havok LOL I'd rather let you guys that ARE coders make those sorts of changes, perhaps a slider in the MCM for pull distance? Yes, you would need a text editor, a working installation of the FO4CK which provides the PapyrusCompiler executable, and the sources of any scripts which BIP depends on if those mods don't install their source files by default (AAF for example guards it behind a FOMOD installer option). If you have all that set up, changing a simple integer constant is fairly unintrusive, but getting all that set up can be daunting when you're new to it. 17 minutes ago, Oldwolf58 said: or hard code it at the standard for AAF which I believe is 5000 units? The AAF_settings.ini which came with the version of AAF I'm currently using (which granted is a test version and not a public release) has this: actor_search_area = 500 ; The area to search for other actors in the wizard AND through API calls. I have a vague recollection that it may have shipped a default as high as 1000 at one time in the past, but pretty sure 5000 was never the default. The current 1500 used by BIP's NPC finder routine is well in excess of AAF's default search radius already.
Oldwolf58 Posted July 12, 2023 Posted July 12, 2023 23 minutes ago, vaultbait said: Yes, you would need a text editor, a working installation of the FO4CK which provides the PapyrusCompiler executable, and the sources of any scripts which BIP depends on if those mods don't install their source files by default (AAF for example guards it behind a FOMOD installer option). If you have all that set up, changing a simple integer constant is fairly unintrusive, but getting all that set up can be daunting when you're new to it. The AAF_settings.ini which came with the version of AAF I'm currently using (which granted is a test version and not a public release) has this: actor_search_area = 500 ; The area to search for other actors in the wizard AND through API calls. I have a vague recollection that it may have shipped a default as high as 1000 at one time in the past, but pretty sure 5000 was never the default. The current 1500 used by BIP's NPC finder routine is well in excess of AAF's default search radius already. That's correct about aaf I changed mine to 5000 because 500 was way too small an area but then I've made ton's of changes to my game so Meh but I still say the 1500 isn't far enough but hey what do I know.
Valykry Posted July 14, 2023 Posted July 14, 2023 Found an "issue" you may wish to address, although admittedly it isn't a fault of your mod. When starting the "quest", it sends my companion off (a good thing) but at least one mod that people using this likely also use adds temporary followers (commonwealth captives for one) that aren't sent anywhere. They follow the player to wherever this mod sends her. And if there are enemies nearby, such as the bridge held by super mutants, fights occur and tend to break things.
izzyknows Posted July 14, 2023 Posted July 14, 2023 38 minutes ago, Valykry said: Found an "issue" you may wish to address, although admittedly it isn't a fault of your mod. When starting the "quest", it sends my companion off (a good thing) but at least one mod that people using this likely also use adds temporary followers (commonwealth captives for one) that aren't sent anywhere. They follow the player to wherever this mod sends her. And if there are enemies nearby, such as the bridge held by super mutants, fights occur and tend to break things. Vaultbait has already supplied a solution to dealing with followers 1 page back.
vaultbait Posted July 14, 2023 Posted July 14, 2023 37 minutes ago, izzyknows said: Vaultbait has already supplied a solution to dealing with followers 1 page back. To be completely fair, the idea was not mine, merely the script implementation thereof. 1
izzyknows Posted July 14, 2023 Posted July 14, 2023 5 minutes ago, vaultbait said: To be completely fair, the idea was not mine, merely the script implementation thereof. And to be super fair, N.Gamma planted the seed, you fertilized, watered, nurtured and harvested the crop and selflessly shared it with us common folk. So there! LOL!! 1
vaultbait Posted July 20, 2023 Posted July 20, 2023 @twistedtrebla: You should be able to update the description now to require AAF 171 instead of a separate LLFP download, as the included copy is now new enough to have the needed fix. 1
Eradoryn Posted July 30, 2023 Posted July 30, 2023 so everything works great and i love it....but the timer doesnt work. they just keep going at it and i have to go through AAF home button to progress the scenes and end them?
NotKinkyEnough Posted July 31, 2023 Posted July 31, 2023 I had an oddity but suspect it is a 'me problem' I saved the game when my char. got placed in stocks. When I reload the game, the next day, my POV is sort of stuck in the ground, can't mousewheel out to 3rd person, etc. I realise the answer is probably "obvious you can't do that, you clot!" but I mention it in case it helps someone with something.
Agnot2014 Posted August 5, 2023 Posted August 5, 2023 (edited) Bound In Public I wonder if anyone can help me get a hand off to Bound In Public with AAF Violate? Bound In Public works fine using it test button, but I can’t get any response to it with Violate or Sexual Harassment. I’ve changed the setting many times but I must be missing something. Violate and Sexual Harassment works fine when adding Handcuffs, but nothing takes me to a Bound situation. plugins.txt Edited August 5, 2023 by Agnot2014
IBAGadget Posted August 5, 2023 Posted August 5, 2023 2 hours ago, Agnot2014 said: Bound In Public I wonder if anyone can help me get a hand off to Bound In Public with AAF Violate? Bound In Public works fine using it test button, but I can’t get any response to it with Violate or Sexual Harassment. I’ve changed the setting many times but I must be missing something. Violate and Sexual Harassment works fine when adding Handcuffs, but nothing takes me to a Bound situation. plugins.txt 1.86 kB · 0 downloads I found out that you need to have Bad End Animations installed or it won't happen. Violate has to see that the animations are installed or it won't trigger a Bad End, which BiP falls under, at all no matter what you set the chances to. I had the same issue, which went away after I put the animations in. Then it's just a matter of playing around with the various Bad End chances until you get the balance you want.
Agnot2014 Posted August 5, 2023 Posted August 5, 2023 1 hour ago, IBAGadget said: I found out that you need to have Bad End Animations installed or it won't happen. Violate has to see that the animations are installed or it won't trigger a Bad End, which BiP falls under, at all no matter what you set the chances to. I had the same issue, which went away after I put the animations in. Then it's just a matter of playing around with the various Bad End chances until you get the balance you want. I thank You for your Timely reply, Bad End is not mentioned as a requirement for BIP I would have been trying for ages. Thank You again.
Agnot2014 Posted August 5, 2023 Posted August 5, 2023 1 hour ago, IBAGadget said: I found out that you need to have Bad End Animations installed or it won't happen. Violate has to see that the animations are installed or it won't trigger a Bad End, which BiP falls under, at all no matter what you set the chances to. I had the same issue, which went away after I put the animations in. Then it's just a matter of playing around with the various Bad End chances until you get the balance you want. I found: AAF Bad End Animation Pack, and Bad End: Purgatory Will I need both to get Bound In Public to work with AAF Violate?
EgoBallistic Posted August 5, 2023 Posted August 5, 2023 1 hour ago, IBAGadget said: I found out that you need to have Bad End Animations installed or it won't happen. Violate has to see that the animations are installed or it won't trigger a Bad End, which BiP falls under, at all no matter what you set the chances to. This isn't true. Violate's BIP integration doesn't have anything to do with the Bad End Animations pack.
izzyknows Posted August 5, 2023 Posted August 5, 2023 1 hour ago, Agnot2014 said: Will I need both to get Bound In Public to work with AAF Violate? No. Go into Violates MCM and set the BIP chance to 100% and then get violated. IF you're not seeing that setting, you need the latest version of Violate. And just a note, Sexual Harassment's BIP setting has noting to do with Violate and vise versa.
Agnot2014 Posted August 5, 2023 Posted August 5, 2023 3 hours ago, IBAGadget said: I found out that you need to have Bad End Animations installed or it won't happen. Violate has to see that the animations are installed or it won't trigger a Bad End, which BiP falls under, at all no matter what you set the chances to. I had the same issue, which went away after I put the animations in. Then it's just a matter of playing around with the various Bad End chances until you get the balance you want. EgoBallistic on AAF Violate page Said: That's not true at all. Bad Ends are a completely different outcome from Bound in Public. Post a script log from when the problem occurs. I Posted a script Log. This is just after a surrender and release from raiders EgoBallistic replied after looking at the Script Log You are running Violate 160 beta 4. BIP integration was added in beta 5. You need to update Violate to the latest version.
IBAGadget Posted August 5, 2023 Posted August 5, 2023 Running the latest Violate with BiP integration, even with BiP chance set to 100% and Bad End set to 100%, I would only ever be released as normal. As soon as I installed the Bad End Animation pack, everything worked the way it was supposed to.
Agnot2014 Posted August 6, 2023 Posted August 6, 2023 11 hours ago, IBAGadget said: Running the latest Violate with BiP integration, even with BiP chance set to 100% and Bad End set to 100%, I would only ever be released as normal. As soon as I installed the Bad End Animation pack, everything worked the way it was supposed to. As EgoBallistic said I updated to Violate beta 5 and it worked straight away. Not much luck with getting it to work with Sexual Harassment there’s too many options including Sex Attributes I may never find the correct combination to trigger a BIP sequence. If anyone knows what that sequence is would be great.
vaultbait Posted August 6, 2023 Posted August 6, 2023 2 hours ago, Agnot2014 said: As EgoBallistic said I updated to Violate beta 5 and it worked straight away. Not much luck with getting it to work with Sexual Harassment there’s too many options including Sex Attributes I may never find the correct combination to trigger a BIP sequence. If anyone knows what that sequence is would be great. You have to reject and insult approachers, and then on subsequent approaches they may take revenge by sending to to BiP. If you're always agreeable/submissive to approachers then you'll likely never see it there.
Agnot2014 Posted August 6, 2023 Posted August 6, 2023 2 hours ago, vaultbait said: You have to reject and insult approachers, and then on subsequent approaches they may take revenge by sending to to BiP. If you're always agreeable/submissive to approachers then you'll likely never see it there. Thank You, Ill give that a try.
KidsLoveSatan Posted August 6, 2023 Posted August 6, 2023 I'm having a problem with the sex animation not stopping, the sex duration is ignored. The only way out is exiting the scene through AAF.
vaultbait Posted August 6, 2023 Posted August 6, 2023 1 hour ago, KidsLoveSatan said: I'm having a problem with the sex animation not stopping, the sex duration is ignored. The only way out is exiting the scene through AAF. What version of AAF? And is its copy of LLFP being overwritten by one from another mod?
KidsLoveSatan Posted August 6, 2023 Posted August 6, 2023 32 minutes ago, vaultbait said: What version of AAF? 166.0.0 beta 32 minutes ago, vaultbait said: And is its copy of LLFP being overwritten by one from another mod? AAF's copy or Bound in public's? Nothing is overwriting Bound in public's.
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