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Posted
13 minutes ago, KidsLoveSatan said:

166.0.0 beta

 

 

AAF's copy or Bound in public's?  Nothing is overwriting Bound in public's.

 

Oh, right. I'm using a newer version of AAF which includes a new enough LLFP to satisfy BiP's requirement, but you should be fine there as long as you have LLFP v43 or later and it's files are not being overwritten by an older version from some other mod like Rad Morphing Redux or Real Handcuffs.

 

Do other AAF scenes also fail to end on their own, or only those started through BiP?

Posted

Is the furniture selection random or based on the location? Seems like every occurrence is always the ZaZ pillory w/ one animation.   

Posted
On 8/7/2023 at 4:45 AM, vaultbait said:

 

Oh, right. I'm using a newer version of AAF which includes a new enough LLFP to satisfy BiP's requirement, but you should be fine there as long as you have LLFP v43 or later and it's files are not being overwritten by an older version from some other mod like Rad Morphing Redux or Real Handcuffs.

I'm using real handcuffs.

 

On 8/7/2023 at 4:45 AM, vaultbait said:

 

Do other AAF scenes also fail to end on their own, or only those started through BiP?

Raider's pet had the same problem.  The only scenes that seem to be affected are the ones with the position trees (I think people are calling them)

Posted (edited)
On 8/6/2023 at 6:17 PM, jbezorg said:

Is the furniture selection random or based on the location? Seems like every occurrence is always the ZaZ pillory w/ one animation.   

If I recall among the furniture there are F-Frame, Pillory and two positions on X-cross - facing backward or facing forward - from TortureDevices.esm which are possible from this mod. The picking of the furniture and location "BoundSpot" seemed mutually exclusive to me but I've only played with it little over a half-dozen times.

 

edit: When I looked at the .psc just now they should be. 

 

 

Funny thing, was bound once with a behemoth and a vertibird fighting nearby, during the first encounter the behemoth down'd the vertibird really close then turned it's attention to the npcs in the encounter. Ended up freeing the PC... 

Edited by eflat01
Posted (edited)
1 hour ago, KidsLoveSatan said:

I'm using real handcuffs.

Likely not the issue... but check it's properties in the F4SE/Plugins directory... 

 

1 hour ago, KidsLoveSatan said:

Raider's pet had the same problem.  The only scenes that seem to be affected are the ones with the position trees (I think people are calling them)

 

Do you always have to force the next tree position with the cursor keys?

 

 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

Do you always have to force the next tree position with the cursor keys?

No.  When the position trees are shown I can only end the scene, I can't get the cursor keys to work.  

Posted
4 hours ago, KidsLoveSatan said:

I'm using real handcuffs.

 

If you're using RH and AAF (or especially if you're installing your own version of LLFP to satisfy the version requirement BIP has for it), then in RH's FOMOD installer menu make sure you uncheck the option for it to install its own copy of LLFP. That eliminates the risk that you'll accidentally overwrite the newer version with it.

Posted

In the equip / unequip circus run by several mods that I have. The gag morph script isn't stopping it's timer when it's unequipped.

A check needs to be added to see if the gag is equipped before refreshing the timer.
 

Scriptname BIP:bip_gagMorphScript extends ObjectReference

Int[] Property MorphIDs Auto
Int[] Property MorphValues Auto
Float Property refreshInterval Auto

Actor MyActor

Event OnEquipped(Actor akActor)
	MyActor = akActor

	Debug.Trace("BIP gag: equipped by " + akActor.GetLeveledActorBase().getName())
	RegisterForRemoteEvent(akActor as ObjectReference, "OnLoad")
	RegisterForRemoteEvent(akActor as ObjectReference, "OnUnLoad")

	LL_FourPlay.MfgApplyMorphSet(akActor, MorphIDs, MorphValues)
	StartTimer(refreshInterval,0)
EndEvent

Event OnUnequipped(Actor akActor)
	CancelTimer(0)
	LL_FourPlay.MfgResetMorphs(akActor)

	Debug.Trace("BIP gag: unequipped by " + akActor.GetLeveledActorBase().getName())
	UnRegisterForRemoteEvent(akActor as ObjectReference, "OnLoad")
	UnRegisterForRemoteEvent(akActor as ObjectReference, "OnUnLoad")
EndEvent

Event OnTimer(Int TimerID)
	if MyActor.IsEquipped( self )
		LL_FourPlay.MfgApplyMorphSet(MyActor, MorphIDs, MorphValues)
		StartTimer(refreshInterval,0)
	endIf
EndEvent

Event ObjectReference.OnLoad(ObjectReference akRef)
	Debug.Trace("BIP gag: " + (akRef as Actor).GetLeveledActorBase().getName() + " Loaded")
	if akRef.IsEquipped( self )
		StartTimer(refreshInterval,0)
	endIf
EndEvent

Event ObjectReference.OnUnLoad(ObjectReference akRef)
	Debug.Trace("BIP gag: " + (akRef as Actor).GetLeveledActorBase().getName() + " Unloaded")
	CancelTimer(0)
EndEvent

 

 

 

Posted (edited)
2 hours ago, jbezorg said:

In the equip / unequip circus run by several mods that I have. The gag morph script isn't stopping it's timer when it's unequipped.

A check needs to be added to see if the gag is equipped before refreshing the timer.
 

Scriptname BIP:bip_gagMorphScript extends ObjectReference

Int[] Property MorphIDs Auto
Int[] Property MorphValues Auto
Float Property refreshInterval Auto

Actor MyActor

Event OnEquipped(Actor akActor)
	MyActor = akActor

	Debug.Trace("BIP gag: equipped by " + akActor.GetLeveledActorBase().getName())
	RegisterForRemoteEvent(akActor as ObjectReference, "OnLoad")
	RegisterForRemoteEvent(akActor as ObjectReference, "OnUnLoad")

	LL_FourPlay.MfgApplyMorphSet(akActor, MorphIDs, MorphValues)
	StartTimer(refreshInterval,0)
EndEvent

Event OnUnequipped(Actor akActor)
	CancelTimer(0)
	LL_FourPlay.MfgResetMorphs(akActor)

	Debug.Trace("BIP gag: unequipped by " + akActor.GetLeveledActorBase().getName())
	UnRegisterForRemoteEvent(akActor as ObjectReference, "OnLoad")
	UnRegisterForRemoteEvent(akActor as ObjectReference, "OnUnLoad")
EndEvent

Event OnTimer(Int TimerID)
	if MyActor.IsEquipped( self )
		LL_FourPlay.MfgApplyMorphSet(MyActor, MorphIDs, MorphValues)
		StartTimer(refreshInterval,0)
	endIf
EndEvent

Event ObjectReference.OnLoad(ObjectReference akRef)
	Debug.Trace("BIP gag: " + (akRef as Actor).GetLeveledActorBase().getName() + " Loaded")
	if akRef.IsEquipped( self )
		StartTimer(refreshInterval,0)
	endIf
EndEvent

Event ObjectReference.OnUnLoad(ObjectReference akRef)
	Debug.Trace("BIP gag: " + (akRef as Actor).GetLeveledActorBase().getName() + " Unloaded")
	CancelTimer(0)
EndEvent

 

 

 

I was just talking with someone on how unreliable OnUnLoad event can be. Did you ever receive it ?

Edited by lee3310
Posted

I'm having an issue where the settings for this mod are not saved. 

 

I tried setting the mod and saving the game, I also tried using MCM Settings Manager (including the new beta version of MCM Settings Manager) to save the settings, but no matter what I do, when I exit the MCM menu, everything resets, not even to the default but to the minimal value.

The other mods I have seem to be saving without issues, so it seems to be only for this mod (as far as I noticed).

Has anyone ever encountered something like this?

Posted
27 minutes ago, Lcklsmth said:

I'm having an issue where the settings for this mod are not saved. 

 

I tried setting the mod and saving the game, I also tried using MCM Settings Manager (including the new beta version of MCM Settings Manager) to save the settings, but no matter what I do, when I exit the MCM menu, everything resets, not even to the default but to the minimal value.

The other mods I have seem to be saving without issues, so it seems to be only for this mod (as far as I noticed).

Has anyone ever encountered something like this?

 

Sometimes the Private Profile Redirector mod can cause that, if you have it installed. Also incorrect write permissions for the Data\MCM\Settings folder or the Keybinds.json file inside it could be to blame. Check your MCM log for errors (you can find it in F4SE's log directory).

Posted (edited)
1 hour ago, vaultbait said:

 

Sometimes the Private Profile Redirector mod can cause that, if you have it installed. Also incorrect write permissions for the Data\MCM\Settings folder or the Keybinds.json file inside it could be to blame. Check your MCM log for errors (you can find it in F4SE's log directory).

After playing around more, I now know that the problem doesn't lie with the mod. I have this issues with a whole bunch of other mods.

I don't have the Private Profile Redirector mod, but I have MCM Categorizer, MCM Settings Manager and MCM Booster and I have the mods installed via MO2.

Looking at my MCM log, I'm getting errors for Real Handcuff (which makes sense, the menu didn't load) and Face Light. I did get a "getNakedKeyforKeyAray" reference error in MCM Settings Manager for the mods with which I am having issues.

I'll try disabling MCM Categorizer, MCM Settings Manager and MCM Booster to see if I can save then. If not, I'll keep on trying out stuff :D I am opened to ideas if you have any others!

Edit: Disabling the mods listed above didn't fix the issue. I'm wondering if the problem is maybe MO2 and the way it stores the mods in individual folders. As much as I don't feel like it, I might try a clean install on Vortex instead, see if that fixes the problem.

Edited by Lcklsmth
Posted (edited)
3 hours ago, Lcklsmth said:

After playing around more, I now know that the problem doesn't lie with the mod. I have this issues with a whole bunch of other mods.

I don't have the Private Profile Redirector mod, but I have MCM Categorizer, MCM Settings Manager and MCM Booster and I have the mods installed via MO2.

Looking at my MCM log, I'm getting errors for Real Handcuff (which makes sense, the menu didn't load) and Face Light. I did get a "getNakedKeyforKeyAray" reference error in MCM Settings Manager for the mods with which I am having issues.

I'll try disabling MCM Categorizer, MCM Settings Manager and MCM Booster to see if I can save then. If not, I'll keep on trying out stuff :D I am opened to ideas if you have any others!

Edit: Disabling the mods listed above didn't fix the issue. I'm wondering if the problem is maybe MO2 and the way it stores the mods in individual folders. As much as I don't feel like it, I might try a clean install on Vortex instead, see if that fixes the problem.

Not sure vortex will help any though it does force a Loot check. Can probably look at the permissions on the MCM directories and make sure write is enabled for Users.

 

btw... I actually run F4Se in Admin rights.

Edited by eflat01
Posted (edited)
2 hours ago, eflat01 said:

Not sure vortex will help any though it does force a Loot check. Can probably look at the permissions on the MCM directories and make sure write is enabled for Users.

 

btw... I actually run F4Se in Admin rights.

I think I just figured it out, and if I'm right, as usual, the fault lies in the user, not the tools. I had too many .ba2 files, so I unpacked some. I am pretty sure I broke the files when I did that.

I'll reinstall the various mods and see if that is the problem.

Good to know about running F4SE on admin though; probably a good idea to do that as well.

Edit: Yep, that fixed it. Thank you for the help and recommendations in trying to figure this one out!

Edited by Lcklsmth
Posted

I got a tip that you might be interested in this. 

I think it would be interesting to add it to your mod. I don't think it would be necessary to keep the features in, I mean just use the device model and the animations.

Posted

i keep activating the quest from the mod menu but the second the person goes to interact with me my character and the npc both just end up stood in  eachoter am i missing something?

Posted
8 minutes ago, saint_moose said:

i keep activating the quest from the mod menu but the second the person goes to interact with me my character and the npc both just end up stood in  eachoter am i missing something?

do you have the necessary furniture animations installed?

Posted
1 hour ago, saint_moose said:

ive got all the mods listed on the page installed

Did you override Torture Device's "_TD_tagData.xml" file with the one from BiP?

The issue you describe is caused by missing animations. Which furniture exactly is having the issue?

 

Posted
7 hours ago, izzyknows said:

Did you override Torture Device's "_TD_tagData.xml" file with the one from BiP?

The issue you describe is caused by missing animations. Which furniture exactly is having the issue?

 

all of them i think its an issue with the animation mod cus im having issues with the harassment mod to but idk

Posted
2 hours ago, saint_moose said:

all of them i think its an issue with the animation mod cus im having issues with the harassment mod to but idk

Then you have an AAF issue, goring through the Fucking Manual should get you sorted.

Posted

I would like to thank you once again for this mod, especially for adding the no dialogue option request I had before. That is very much appreciated.

 

I do have a couple of things I would like to request (dodges thrown shoe). I would like an option to disable some of the furniture used via MCM toggle if possible. I would also like an MCM toggle to make furniture and player invulnerable so that in a contested area you arent immediately kicked off from a stray round from a pipe rifle you know. After all, to the victors go the spoils. Not to do away with the Good Samaritan feature...just the stray bullet that disables an 800lb steel cross you know?

 

Thank you for your excellent work Trebla. My Fallout 4 experience would not be the same without you.

Posted
7 hours ago, gameforumsonly said:

I got a question, it appear after I start the quest my character is bounded and NPC spawn and they just walking around and do nothing. How do I solve this problem?

adding my comment to this, I have had problems with pathfinding when an NPC will start a scene but be the other side of an obstacle and get physically blocked getting to my character. Could be related. Perhaps if there was a timeout it would help?

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