Musetica Posted August 17, 2023 Posted August 17, 2023 17 hours ago, vaultbait said: Works fine for me at least. In the pit I spam the booze or drugs dispenser a few times, stand around for a bit, see the "you feel woozy" notice scroll by and fall to the ground, screen fades to black and fades back in, super mutants start taking turns on me (I have them set for allowed partner types in MCM). Hmm thanks, maybe I'll try it on a new save. The problem for me is that it doesn't even trigger. No "you feel woozy" or anthing else. I didn't try the chems in the pit, only normal ones like buffout from inventory, alcohol from inventory and laying around alcohol with R "chug" feature.
vaultbait Posted August 17, 2023 Author Posted August 17, 2023 (edited) 36 minutes ago, Musetica said: Hmm thanks, maybe I'll try it on a new save. The problem for me is that it doesn't even trigger. No "you feel woozy" or anthing else. I didn't try the chems in the pit, only normal ones like buffout from inventory, alcohol from inventory and laying around alcohol with R "chug" feature. Well, the "candy bowl" activator in the breeding pit just equips a random vanilla chem on you (Buffout, Med-X, Day Tripper, etc) so should be no different than consuming one from your inventory. The "cheap booze" activator similarly equips normal bourbon. Do you maybe have any mods installed that change vanilla chems somehow? Looking at the script from PVPK, Easy Prey requires vanilla chems to have the ObjectTypeChem keyword attached to their base forms and ObjectTypeAlcohol for booze, so a mod removing those keywords is about the only obvious way I can see to break it. Edited August 17, 2023 by vaultbait
vranina Posted August 18, 2023 Posted August 18, 2023 What happened to me today. I go from Red Rocket to Sanctuary and a patrol appeared on the bridge. He immediately attacked Dogmeat who was with me and I had to kill him. I played for two hours in real time - mostly clearing Centuries and nothing happened. As I went to the Red Rocket again, a patrol appeared on the roof of the Red Rocket and immediately attacked the settlers. Of course they killed him.
valcon767 Posted August 18, 2023 Posted August 18, 2023 just a note if you are naked, unarmed and on Mommy-O the Stalkers will not attack you, and your normal followers (in my case Ivy and Piper) will not attack him (not sure about dogmeat), but settlers and automated defenses will attack. this is the expected behavior and i am glad to note that it does work correctly.
vranina Posted August 18, 2023 Posted August 18, 2023 I recorded a video but refused to post it. You would have watched me clean Sanctuaries for two hours. Nothing happened. The two supermutant workshop mutants are almost completely useless. Neither tsex nor sexual harassment counts them as "people". Communication with them is possible only through seu. Of course, my girl is dressed in the robes and armor of the raiders killed in Concord. I went to the Museum and saved Preston, nothing happened either, except that Mama Murphy and Marcy Long decided to use autonomy and ran off. They don't speak now). This is an old bug that can be cured by animation or uninstalling the mod. And then it got really bad. I decided to conquer Starlight and talk to Trudy on the way. As soon as I arrived, Patrick attacked me and raped my heroine through sexual harassment. Then Wolfgang did the same, and he added insidious devices that I have banned... Then I was attacked by both of them and the game crashed... I lost a lot of time, but it's good that I make frequent saves. The second time I only got away with Wolfgang, but then at 14 charisma Trudy refused to get along with Wolfgang...again a failure. I decided to try out the super mutant kids. I went to the red rocket and waited a long time for the female captives I took from the Pit to give birth and become adults... but I hadn't yet turned on another wait and one of the mutant children sexually assaulted me. I couldn't defend myself and he had to rape me. But this is impossible because aaf prevents sex with children. Then the game crashes. I started over). This time in a bunker... I waited for the slave girls to give birth and become adults and visited them in the Red Rocket. Naturally the size queen resets because of the long wait. Tsex doesn't consider these mutants "people" either. Sexual harassment works with them, they immediately put a slave collar on me.
vaultbait Posted August 18, 2023 Author Posted August 18, 2023 11 hours ago, vranina said: What happened to me today. I go from Red Rocket to Sanctuary and a patrol appeared on the bridge. He immediately attacked Dogmeat who was with me and I had to kill him. I played for two hours in real time - mostly clearing Centuries and nothing happened. As I went to the Red Rocket again, a patrol appeared on the roof of the Red Rocket and immediately attacked the settlers. Of course they killed him. I don't think there's a random encounter placed on the Sanctuary entrance bridge, so probably not a patrol group (those only spawn at random encounter locations). If it was just a single naked super mutant following you then that was probably a stalker, and yes they're hostile just like any other normal vanilla super mutants unless you do something to make them non-hostile (either with the effects available in this mod like Mommy-O, or solutions from another mod).
vaultbait Posted August 18, 2023 Author Posted August 18, 2023 8 hours ago, valcon767 said: just a note if you are naked, unarmed and on Mommy-O the Stalkers will not attack you, and your normal followers (in my case Ivy and Piper) will not attack him (not sure about dogmeat), but settlers and automated defenses will attack. this is the expected behavior and i am glad to note that it does work correctly. Yes, if you're naked and unarmed with the pheromone effects from the Mommy-O fertility drug active, then any NPCs the game considers to be"followers" will be temporarily placed into the same super mutant friendly faction, that should include Dogmeat. The same does not extend to dismissed companions, settlers or other factions which might be friendly to you though. If their factions are hostile to super mutants (or vice versa) then combat will still break out between them. There is currently a bug (noted in the known bugs post) where the act of equipping clothing or weapons while Mommy-O pacification is in effect doesn't correctly remove the player from the friendly faction. I already have a fix for it, which will be included in 0.9.4.
vaultbait Posted August 18, 2023 Author Posted August 18, 2023 5 hours ago, vranina said: The two supermutant workshop mutants are almost completely useless. Neither tsex nor sexual harassment counts them as "people". Communication with them is possible only through seu. I'm working on a potential way to safely extend MHK's "offer your body" menu to all super mutants, FEV hounds and behemoths in the game, so this would apply to stalkers, breeding patrols, workshop settlers birthed by FPE(R) or captured by the Wasteland Workshop DLC cages, Strong, mod-added unique super mutants, etc. The plan is to make it so that you'll only get that prompt and pop-up menu if you're naked, unarmed, and they're not hostile to you (so easy enough to block it for companions and quest NPCs by just equipping a weapon or wearing some clothing). I'll also include an MCM toggle to switch it off completely, just in case. I was going to try to implement it for 0.9.4, but with the other bug fixes I already have I'm thinking of not delaying the release for it and probably will put it in 0.9.5 instead. 5 hours ago, vranina said: at 14 charisma Trudy refused to get along with Wolfgang...again a failure. This is probably because Sex Attributes gives you a lot of hidden debuffs for speech challenges, which makes them nearly impossible even with high charisma. The special Catechist's Capitulation headpiece you find near the entrance to Colostrum Cave is included precisely for this purpose. Get completely naked, put on the Chatechist's Capitulation, and you can succeed at almost any speech challenge (as long as you're willing to live with the various lingering side effects from doing that). I use that to first convince Wolfgang to give me all his money, then tell him I'll talk to Trudy, then convince Trudy to end things without a fight, then as soon as I have completed that quest objective I pull out the Chemwhore's Moneyshot shotgun, go into VATS and pop both Trudy and Patrick's heads before they have time to react. Maximum experience rewards, as long as you don't mind playing a totally morally corrupt character. 5 hours ago, vranina said: I decided to try out the super mutant kids. I went to the red rocket and waited a long time for the female captives I took from the Pit to give birth and become adults... but I hadn't yet turned on another wait and one of the mutant children sexually assaulted me. I couldn't defend myself and he had to rape me. But this is impossible because aaf prevents sex with children. Then the game crashes. I started over). This time in a bunker... I haven't seen this happen. At least with the FPE super mutant add-on, the super mutant "children" are just treated as normal super mutants and AAF scenes occur normally (though they get scaled to regular super mutant size for the duration of the scene). I don't really consider them children anyway, just super mutants who haven't reached full size. Still, now that you point this out, I'll try to see if there's a way to identify and block them at least for the "offer your body" menu feature I'm working on. 5 hours ago, vranina said: Naturally the size queen resets because of the long wait. If you can find and stock up on doses of the Detach Gel numbing chem, your size queen rating won't recover while it's applied. It should show up sometimes in doctor and drug dealer sales inventories. In a later version I may also add quest rewards which are recipes for crafting some of the unique chems in this mod, I haven't decided yet. 1
valcon767 Posted August 18, 2023 Posted August 18, 2023 5 hours ago, vaultbait said: I'm working on a potential way to safely extend MHK's "offer your body" menu to all super mutants, FEV hounds and behemoths in the game, so this would apply to stalkers, breeding patrols, workshop settlers birthed by FPE(R) or captured by the Wasteland Workshop DLC cages, Strong, mod-added unique super mutants, etc. The plan is to make it so that you'll only get that prompt and pop-up menu if you're naked, unarmed, and they're not hostile to you (so easy enough to block it for companions and quest NPCs by just equipping a weapon or wearing some clothing). I'll also include an MCM toggle to switch it off completely, just in case. If you can find and stock up on doses of the Detach Gel numbing chem, your size queen rating won't recover while it's applied. It should show up sometimes in doctor and drug dealer sales inventories. In a later version I may also add quest rewards which are recipes for crafting some of the unique chems in this mod, I haven't decided yet. these sound awesome...ohhh boy more fun to play with
vranina Posted August 18, 2023 Posted August 18, 2023 The last game... I decided that maybe Codesword was interfering, I cheated it to make it as close to me as possible and went to Concord to get a new companion - Christina. I am yet to test it as well. In Concord the raiders had gone to sleep. I captured several. There were also prisoners. I decided to go to Starlight, but I can't peel off the Red Missile. Either the autonomy is working or I'm being bothered by mutants. I'm thinking of increasing the time because it's simply unplayable.
vaultbait Posted August 18, 2023 Author Posted August 18, 2023 4 hours ago, vranina said: The last game... I decided that maybe Codesword was interfering, I cheated it to make it as close to me as possible and went to Concord to get a new companion - Christina. I am yet to test it as well. In Concord the raiders had gone to sleep. I captured several. There were also prisoners. I decided to go to Starlight, but I can't peel off the Red Missile. Either the autonomy is working or I'm being bothered by mutants. I'm thinking of increasing the time because it's simply unplayable. I think this didn't translate well because I can't tell what problem you're trying to describe. I think you're saying you're trying to leave the Red Rocket Truck Stop (near Sanctuary Hills) in order to go to Starlight Drive-In, but are unable to leave and you think it's because of the Autonomy Enhanced mod or something to do with super mutants... and you're thinking of increasing what "time" exactly? 1
vranina Posted August 19, 2023 Posted August 19, 2023 2 hours ago, vaultbait said: I think this didn't translate well because I can't tell what problem you're trying to describe. I think you're saying you're trying to leave the Red Rocket Truck Stop (near Sanctuary Hills) in order to go to Starlight Drive-In, but are unable to leave and you think it's because of the Autonomy Enhanced mod or something to do with super mutants... and you're thinking of increasing what "time" exactly? Unfortunately, I was in a hurry when I wrote this text. My wife kicked me out of the computer to watch Turkish TV series (as you know, you don't argue with your wife, she's always right). The problem is that if you interrupt sex between two settlers they start from autonomy (for example, you go too far from the settlement) they bug and stand in place just stepping from foot to foot. Sometimes the bug is so big that they forever remain speechless and do not react to anything. Therefore, it is mandatory to wait for the animation to finish, and only then move away from the settlement. But while I'm waiting for that to happen, a mutant comes to me and wants to rape me using sexual harassment. As long as this harrasment lasts, autonomy is started again. While I'm waiting for the autonomy to finish the animation, a mutant arrives at me again... I noticed there was a problem with the mutants. I had appointed them as guards and to produce building materials. But when I got back from Starlight (where I still managed to go) they were no longer working anywhere. I'll have to check, but I don't think they're even on the settler list. I'll try to capture it now.
vranina Posted August 19, 2023 Posted August 19, 2023 (edited) I confirm the bug. I had two super mutants in the red rocket. I sent them to Starlight, then returned them. But the number of settlers, as it was 10, remained regardless of the fact that I first moved them and then returned them. I mean right now I'm not playing I'm just testing a few mods to see what problems there are. Sory for my TERRABE english. I hope my test helps you at least a little. Edited August 19, 2023 by vranina
vranina Posted August 19, 2023 Posted August 19, 2023 Some time ago, you wrote that you respect the work of other people who produce mods... In my opinion, the problem here is that when you mix mods, they start to influence each other and the bugs grow too much. I almost forgot. When I left for Starlight, my companion and 4 other girls were with me - two captives and two raiders. My heroine and the captives were naked, and my companion and the leaders were clothed. An aggressive patrol attacked us again.
valcon767 Posted August 19, 2023 Posted August 19, 2023 4 hours ago, vranina said: I almost forgot. When I left for Starlight, my companion and 4 other girls were with me - two captives and two raiders. My heroine and the captives were naked, and my companion and the leaders were clothed. An aggressive patrol attacked us again. hmm do not know if this will help but anyway, 1 - are you naked ? 2 - are you unarmed ? 3 - are you on Mommy-O ? (status effect dripping with FEV) 4 - what is your size queen rating ? (the greater the rating the more likely it is that stalker/patrols will show up) 5 - the more females in your party the more chances of stalker/patrols. points 1-3 every yes increases the chances for stalker/patrols. i have stalker and patrols set to 20% chances in MCM and have Ivy with me about 90% of the time. when it is just Ivy and me and i am clothed and armed i rarely get stalkers/patrols. when i got slammed by numbers before i was naked, armed, under Mommy-O, 1 short of maxed size queen rating, and had 3 other females with me. under those conditions (with the settings at 20% in MCM) i was getting stalker/patrols about 3 of 5 times i moved close enough to random encounter markers, but they did tend to show in spurts (get 3-4 in a row, then 2-3 times they not show up). as i plan to increase super mutant settler presence only 3 ways (companions, slaves through Just Business, and grown from pregnancies) i will update as i get more information about which work correctly (and if they count under settlement system). currently i can confirm (in my game at least) that companion and slaves do work correctly and are counted by setttlement system. do not know how much the information helps.
vranina Posted August 19, 2023 Posted August 19, 2023 2 hours ago, valcon767 said: hmm do not know if this will help but anyway, 1 - are you naked ? 2 - are you unarmed ? 3 - are you on Mommy-O ? (status effect dripping with FEV) 4 - what is your size queen rating ? (the greater the rating the more likely it is that stalker/patrols will show up) 5 - the more females in your party the more chances of stalker/patrols. points 1-3 every yes increases the chances for stalker/patrols. i have stalker and patrols set to 20% chances in MCM and have Ivy with me about 90% of the time. when it is just Ivy and me and i am clothed and armed i rarely get stalkers/patrols. when i got slammed by numbers before i was naked, armed, under Mommy-O, 1 short of maxed size queen rating, and had 3 other females with me. under those conditions (with the settings at 20% in MCM) i was getting stalker/patrols about 3 of 5 times i moved close enough to random encounter markers, but they did tend to show in spurts (get 3-4 in a row, then 2-3 times they not show up). as i plan to increase super mutant settler presence only 3 ways (companions, slaves through Just Business, and grown from pregnancies) i will update as i get more information about which work correctly (and if they count under settlement system). currently i can confirm (in my game at least) that companion and slaves do work correctly and are counted by setttlement system. do not know how much the information helps. 1 Yes 2 Yes 3 No 4 Gaped
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 9 hours ago, vranina said: 1 Yes 2 Yes 3 No 4 Gaped Answer #3 is the reason they attacked. The Mommy-O fertility drug causes you to produce pheromones that pacify super mutants, but only as long as you stay completely vulnerable (not wearing clothing and not equipping weapons). So it sounds like you had the naked and unarmed requirements met, but since you weren't on Mommy-O it didn't matter. It also doesn't matter if your companions/followers stay naked and unarmed, I didn't want to make things too complicated. As long as the player character is naked and unarmed while on Mommy-O, super mutants will be non-hostile to you and all your followers too.
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 12 hours ago, valcon767 said: i have stalker and patrols set to 20% chances in MCM and have Ivy with me about 90% of the time. when it is just Ivy and me and i am clothed and armed i rarely get stalkers/patrols. when i got slammed by numbers before i was naked, armed, under Mommy-O, 1 short of maxed size queen rating, and had 3 other females with me. under those conditions (with the settings at 20% in MCM) i was getting stalker/patrols about 3 of 5 times i moved close enough to random encounter markers, but they did tend to show in spurts (get 3-4 in a row, then 2-3 times they not show up). Be aware that the stalker and patrol frequency sliders in MCM aren't exactly a percentage chance that they'll appear. It's more of a scaling multiplier against the MHK_BreedingPatrolOdds global, which is what increases and decreases based on your nudity, size queen rating, female follower count, pheromones, pregnancy, contraception, fatness, dirtiness... You can still think of those sliders as percent chance of a random encounter being a breeding patrol if your odds global is at least 100. Below 100 the math gets tricky because there are a decreasing number of quest conditions that will get matched, so it's not a completely linear chance. For stalkers it's a little more straightforward since the math is done in Papyrus, the frequency slider is multiplied by the odds global, and then compared to a random value between 0 and 500 for each OnLocationChange event. That means at odds 100 and slider at 0.2 you're looking at spawning a new stalker on average once every 10 location changes (as long as there isn't already one following you).
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 14 hours ago, vranina said: The problem is that if you interrupt sex between two settlers they start from autonomy (for example, you go too far from the settlement) they bug and stand in place just stepping from foot to foot. Sometimes the bug is so big that they forever remain speechless and do not react to anything. Therefore, it is mandatory to wait for the animation to finish, and only then move away from the settlement. But while I'm waiting for that to happen, a mutant comes to me and wants to rape me using sexual harassment. As long as this harrasment lasts, autonomy is started again. While I'm waiting for the autonomy to finish the animation, a mutant arrives at me again... Okay, that makes more sense, thanks. For the Sexual Harassment mod, I pretty much always set its scanning frequency and cooldown timers to be as slow as possible, because in combination with other mods that also have a variety of approach mechanisms it can become overwhelming. I find that when at its slowest/least frequent settings, it adds some variety without being intolerable. As for Autonomy Enhanced, yes it needs a thorough debugging. It has a tendency to start new animations with actors who are already in running scenes, so ends up adding new actors to that scene and then fails at reference counting, so never properly ends the scene afterward, and leads to actors stuck in idles. In some cases I've found that using the AAF on-screen interface to manually start a new scene with the affected actor and then end that scene fixes them. I've also noticed ever increasing script lag if I play for too long with AE turned on, so I usually leave it disabled in MCM unless I'm in a settlement or similar location where I want the actors to get together, and then I'll turn it on for a little while, turning it off again before I head back out to explore. When Sthan Dust expressed an interest in taking it over I was hopeful it would receive some much-needed fixes, but sadly that has yet to materialize. 1
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 (edited) 0.9.4 (2023-08-19) This is a beta release, keep a save before installing and expect bugs! Muties in the breeding pit will no longer have the "offer your body" prompt and corresponding activation menu if the player is clothed or armed; this can be used to access normal NPC dialogue more easily. Fixed the player incorrectly not being removed from the pheromone faction when dressing or arming. Breeding patrols and stalkers will now have their packages reset and get instantly teleported to their editor locations if they follow you into an interior. Unique super mutants in the breeding pit will now have their packages reset and get instantly teleported to their editor locations if they follow you through an exit to the surface. The triggerbox around the exit ladder in the pit no longer has a chance to trigger Sexual Harassment hypnotist approaches, in order to reduce the odds that one of the pit muties follows you outside. Edited August 20, 2023 by vaultbait 1
ZI0MATRIX Posted August 19, 2023 Posted August 19, 2023 (edited) Fixed the player incorrectly not being removed from the pheromone faction when dressing or arming. I think noticed this but just went with it. And saw it as some role play element. Like the character is so full of hormones and cooperative/broken that she is no danger for the mutants as she also benefits from them. She smells like a submissive or converted breeder so her gun is no danger and she is desperate for physical contact. So maybe make this an option. "exclude following armor and weapon slots from Super Mutant detection" But I think you mentioned something about an idea of an super mutant follower that makes other super mutant non hostile. Bitch-Wrangler/Cowboy/Sheperd/Bender: "Don't worry, she is tamed boys." Also an idea with Mommy-O: Maybe make the time it is active adjustable so that players can align it whatever pregnancy duration they have set or see fit. Maybe not a bug report but more of an observation: I have a mod that lets you wait and pass time over long time spans. FALLUI -SLEEP AND WAIT . When waiting over multiple days in short succession, the super mutant babies of the other pregnant girls and mothers grow into child NPCs. After what normal ingame time do the SM baby items get deleted? Anyway, good job and I am curious what will come in the future. Edited August 19, 2023 by ZI0MATRIX
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 14 minutes ago, ZI0MATRIX said: I think you mentioned something about an idea of an super mutant follower that makes other super mutant non hostile. Bitch-Wrangler/Cowboy/Sheperd/Bender: "Don't worry, she is tamed boys." Yes, the plan is to add him after I get a 1.0.0 release out. 15 minutes ago, ZI0MATRIX said: Also an idea with Mommy-O: Maybe make the time it is active adjustable so that players can align it whatever pregnancy duration they have set or see fit. Can you elaborate? I don't see the connection between Mommy-O effect duration and pregnancy cycles. 2 hours ago, ZI0MATRIX said: When waiting over multiple days in short succession, the super mutant babies of the other pregnant girls and mothers grow into child NPCs. After what normal ingame time do the SM baby items get deleted? If you're talking about babies the unique breeders in the pit give birth to, every 30 game minutes (90 seconds in real time at the default game timescale), a task checks their inventories for super mutant babies and gets rid of them. Note that I've only tested that functionality with regular FPE, not FPER, though I did check the plugin for the latter and included the form ID that I expect it uses. 1
vaultbait Posted August 19, 2023 Author Posted August 19, 2023 Okay, that's what I get for rushing a bugfix release out the door... I only put the bug fixes in the original changelog and missed mentioning this feature: Muties in the breeding pit will no longer have the "offer your body" prompt and corresponding activation menu if the player is clothed or armed; this can be used to access normal NPC dialogue more easily. I've updated the changelog on the file page and in the release announcement post to include that now.
valcon767 Posted August 20, 2023 Posted August 20, 2023 10 hours ago, vaultbait said: Be aware that the stalker and patrol frequency sliders in MCM aren't exactly a percentage chance that they'll appear. It's more of a scaling multiplier against the MHK_BreedingPatrolOdds global, which is what increases and decreases based on your nudity, size queen rating, female follower count, pheromones, pregnancy, contraception, fatness, dirtiness... You can still think of those sliders as percent chance of a random encounter being a breeding patrol if your odds global is at least 100. Below 100 the math gets tricky because there are a decreasing number of quest conditions that will get matched, so it's not a completely linear chance. good to know and explains the reason sometimes i was getting more (or less) of them showing up than i thought i should. silly operator error 10 hours ago, vaultbait said: For the Sexual Harassment mod, I pretty much always set its scanning frequency and cooldown timers to be as slow as possible, because in combination with other mods that also have a variety of approach mechanisms it can become overwhelming. I find that when at its slowest/least frequent settings, it adds some variety without being intolerable. As for Autonomy Enhanced, yes it needs a thorough debugging. It has a tendency to start new animations with actors who are already in running scenes, so ends up adding new actors to that scene and then fails at reference counting, so never properly ends the scene afterward, and leads to actors stuck in idles. In some cases I've found that using the AAF on-screen interface to manually start a new scene with the affected actor and then end that scene fixes them. I've also noticed ever increasing script lag if I play for too long with AE turned on, so I usually leave it disabled in MCM unless I'm in a settlement or similar location where I want the actors to get together, and then I'll turn it on for a little while, turning it off again before I head back out to explore. thanks for the reminder to adjust he SH timers. i am gonna have to get in the habit of doing the same for AE. turn on for certain times, but otherwise have it turned off. that way if i forget to hit the on/off button it will hopefully be in the off position and be much less likely to cause problems.
vaultbait Posted August 20, 2023 Author Posted August 20, 2023 19 minutes ago, valcon767 said: i am gonna have to get in the habit of doing the same for AE. turn on for certain times, but otherwise have it turned off. that way if i forget to hit the on/off button it will hopefully be in the off position and be much less likely to cause problems. The script lag is what really became the biggest issue for me. I did numerous playthroughs starting with AE on and leaving it on, and a few hours into the game any scripted events would start falling seconds behind whatever triggered them, and it would just get worse from there. If I ran basically the same playthroughs with AE disabled the entire time then I did not see those problems. It's possible disabling AE and leaving it off for a while, resting, saving and loading the game, something something... might allow whatever the leaked/competing script instances are to catch back up or terminate cleanly, but I haven't really tried to pin it down past determining that I'll just leave it off most of the time. Baka PapurusMaxOps may also lessen the effect, it's so new that I haven't really had much chance to find out yet.
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