Jump to content

PAF Fixes and Addons


Recommended Posts

Posted

PAF Fixes and Addons

View File

PAF Fixes and Addons

 

Is a collection of addons for the Pee and Fart mod as well as some tweaks.

Mainly PFA allows for your followers if they have been added as PAF tracked actors to go Paf

at the same time rather than only one at a time. This really speeds up the process, especially if you have 

many followers and makes for better immersion.

Has its own MCM menu and options to fine tune to your own personal needs as well as Optional Voiced Commentary.

All voices and sound effects are synthesized via XVaSynth that may resemble some fictional characters in the game.

 

UPDATE!!

New version Update is here! PAF fixes and Addons-v4_7_1

A message from Trognog:
 

"Hi! Sorry for the late response, somehow didn't see your message  ... That is awesome! Of course you have permission to do that! 
If you want, you can also integrate PAF and make it standalone. 
Sadly didn't have much time to do any updates anyway and give you a notice if I come up with anything. 
Maybe would make the install easier since it already is quite demanding. Cheers!"

All credits are to the original Pee and Fart creator @trognog, and to the creators of all the resources that were used.

 

Previously:
- can play cleaning animations when done using toilets.
- fixed Auto Door event sometimes fail for paf outhouses when sitting and closing. 
- added new - if player only in sexlab sex, use the force key and paf action key without any modifiers for a brief leek 
- added new patch: PAFDootyFrostFall - makes outhouses heated. 
- updated LastSeed patches: PFA_LastSeed_Caco_NoBSkyrim1.2 and PFA_LastSeed_Caco_BSkyrimV1.3

- Added a new voice patch:  PC HT_Voice Pack -Sexualized Evelyn and is 
       made to go along with my CM_CustomVoice_Addon  and Player Head tracking. 
       See lower in the Patch spoiler for details.


NEW Update 4_7_1 : This the- kiFD0IgL

-Just some bug fixes

-fixed the bowel and bladder buffs/debuffs not working. Thanks to @el-douanier for pointing this out.
 
    -See changelog for full description
  Enjoy!


Requirements:

      

      Paf Fixes and Addons main file, kiFD0IgL- is the file in the downloads. A mega link

      This has included within: the needed Comment Manager, and male variants for commentary.

      The Paf Fixes and Addons.esp has Pee and Fart already built into it and is a light plugin espfe -

      so if your save file is needing a Pee and fart.esp it wont get it and you would need to clean the save

      with re-saver or start a new game.

 

 

Optional Soft requirements

 

DootY House Furniture:

I have patch PFA_DootyPatch for the Dooty houses in the downloads so Player, and follower can use them.
And PafDootyFrostfall Patch treats outhouses as a non sheltered heat source.
See Patches spoiler for details and requirements.

 

Keep it Clean:

I have a patch KIC -PafFollowerKIC see the spoiler below under patches for details.

This is my preferred cleaning mod, The patch ensures optimal functionality

and its simple and straight to the point.

If KIC ever updates again the patch would most certainly need to be updated along with it.

all credits go out to original creators.

 

Private Needs Orgasm: by  @orehomu 

DO NOT install PNO's paf 4.0 patch  Page 1 - within its fomod. PFA will integrate with pno.

Pno fomod Page 2, has paf or pfa patch and for addon idles - this is okay to use and highly recommended!

Pno is highly recommended! As it has an awesome pee mesh and orgasm support 

if used along side PFA. Its your discretion which system too use, if using PFA and PAF's

system to track needs then I recommend to leave PNO unregistered or in a disabled state

PFA will use pno's pee, and addon idles

Honestly I have no idea what would happen if both needs tracking were enabled, Haven't been brave enough to try it yet.

So if you choose to enable PNO tracking via registering it in its mcm. Then you may want to disable Paf's tracking

If you disable Paf's tracking then some pfa functions wont work, like getting sick, and paffing commentary.

some pfa tracking may still work like sex tracking, Fart Blunder . .

 

Bathing in Skyrim - Renewed: 

Is the current Up to date version of BIS. This is very tempting to use ! PFA has built in integration and doesn't need a patch.

if using an older BIS - PFA listens for this and attempts to Bathe when using those soaps.

Their is a BIS tweaked but not so sure about this one. If it changes spells or forms from the original

 PFA may not find it.

 

GS Poses Se 20 03: by @Gunslicer

Required if using the addon idles

 

Reccomended Mods:

 

     

Patches: (Found in download section)

       

        PFA_AdditionalFartSounds: 
Resources belong to The Blacksmith. Thank you Blacksmith for the much needed addon. 
This just adds a lot of extra fart and poop sounds, if female some will have mixed in female moans for effects. 
This overwrites 2 of Paf's legacy poop sounds, I left the third in for the mix.  
All other addon sounds are just addons and don't overwrite. All sounds are randomly picked and separated via gender specific

 

        PFA_DBC and PAF_ZakiDBCTextures:
Two separate patches for Dirt Blood and Cum mod and Pee and Fart,
they do not require PFA. If using Zaki Dirt and Blood Textures for Dirt & Blood & Cum + Racemenu Overlays
then use PAFZakiDBCTextures patch. If only using Dirt & Blood & Cum mod without the textures,
then use PAF_DBC. Both of these are overwrites of the same script, and no esp. 
Use only the one for the DBC you have if you are on 1.5.97 and they don't work see this post.

 

        Paf_FollowerKIC: 
Adds an mcm of its own with a few options. Followers will play bathing animations when Player Bathes.
Also Optional Player/Follower group sex when done bathing
requires Sexlab, PFA, and Aroused redux and Keep it Clean bathing mod.

        KIC_SinksOfScrubbingPatch
Just allows for the pc to use a kic wash water when activating a sink. You would naturally need wash water in invy.
This requires Keep it Clean bathing mod, and Sink of scrubbing.
This would go good along with PAf_FollowerKIC patch above so the wash water cleans off the paf.

 

        PFA_DootyPatch:
Requires PFA, and Dooty 3.1 found on the Nexus
patches so player and follower states get updated, and DootyBreak feature to work when using a Dootyhouse.
NPC's will dynamically path to a Dootyhouse if needing to go, just as if was a paf outhouse.

 

        PAFDootyFrostfall:
Requires PFA or Paf, and Campfire v1.12.1se and Dooty mod.
patches so outhouses are a heat source. This is non sheltered so you can still get cold,
But will help prevent freezing to death while sitting on the throne.

 

        PFA_Pee4k:
Just an upscaled Paf pee texture. 
Pno pee is far far better to use if looking for better looking pee. 
Maybe try it if you don't use Pno pee - OR -
If you use female futa and pfa's boogaloo - shock damage cause accident - then I recommend both Pno and this 
as the boogaloo accident will make leek from both ends, but the custom end from futa cannot use pno when its already being
applied to a twat. So the futa will use Paf original or this when boogalooin!

 

   Last Seed:
Requires my patch from downloads. Very important you get the right one!
If Last seed updates, and doesn't remove or edit forms Id's and keywords then the patch should be fine to use
Can usually check this in xedit - if xedit barks at you or cannot parse a form id when loading the patch, then its no good.
-PFA_LastSeed_Caco_BSkyrim
      Requires Last Seed, caco, and Beyond Skyrim
-PFA_LastSeed_Caco_NoBSkyrim
      Requires Last Seed and caco
-PFA_LastSeed_NoCaco_NoBSkyrim
      Requires Last Seed: Use this one if you don't use caco and you don't use Beyond Skyrim

 

        CM_CustomVoice_Addon:
  
A custom voice for the player.
  This must install/load after PFA(and CM) it will over wright comment Manager's mcm script.
  This will be added to player's voice options(the last option named Evelyn) You will need to open cm mcm and choose the new voice(optional).
  This packs all the necessary player voice files for all my mods that use Comment Manager(COBW, Domination, PFA, Sexy Sex Talk)

 

        PC HT_Voice Pack -Sexualized Evelyn:

  -This is made to go along with my CM_CustomVoice_Addon.
  -This is a PC head tracking voice pack thus it requires: PC_Head Tracking and Voice Type SE
  -To activate it you'll need to go into The Head Tracking mcm page and select the BYOV option for it.
  -This was built off: PC Head Tracking Voice Pack - Oversexualized Dovakhiin 
    Uses most of those fx sound effects plus adds some of its own, and changes voice
    to that of CM_CustomVoice_Addon. Uploaded with permissions from the author @JoyJoyce 
  -Does not require the original, But if you want to see what's its made from - 
    See the original: Oversexualized-Dovakhiin
  -All credits go out to @JoyJoyce and @HHaleyy for the awesome Oversexualized Dovakhiin and PC head tracking mods.
  -The original will work to, but wont sound like Evelyn. You may prefer it over what I've done.
  -I added farts when player climbs onto a horse or when jumping around.
    You can easily remove any sound effects you don't want by navigating to :
    Sound/fx/PC Head Tracking - and delete the ones you don't want. 
    I'd recommend doing this before you install it so your mod manager only installs what you want it to.
  -No esp so it should be fine to add/remove anytime.

 

Note: If its no longer found in PFA downloads section then its either been included or its obsolete!

 

Compatibility:

 

 

  • Paf fixes and addons 
  • Do not install Pee and Fart as PFA already has it built in.
  •  
  • Comment Manager
  • Do not install the stand alone Comment Manager
  • Paf fixes and addons now has its own standalone version packed with the main file

 

  • No_FromFile patch
    with 3.0+ PFA this is no longer compatible.
     
  • Eat/Drink

           PFA listens for mods Caco and/or LastSeed or Rnad or Sunhelm to increment needs per food or drink
           Other mods that add food/beverage will be picked up on if they at least use vanilla keyword VenderItemFood,
           but like the vanilla game both drink and food have same keyword so pfa may not be able deduce a difference.
           In this case pfa would probably just increment bowels. You can fix this in xedit by adding PFA's keyword "PFA_FluidFood"
           to any mod added beverages that pfa cannot detect so pfa can deduce if its food or drink and what to increment.
           Caco, LastSeed(with my patch), Rnad, Sunhelm are fine as are.

 

  • LAST SEED 
    PFA has integrated support, but requires my Last_Seed patch from the downloads. - See patch's spoiler for details.
    PFA will only use one needs mod. It first will check Last Seed, then Rnad, then sunhelm. Will use the first mod it finds.

    

As per the CK USEP wiki Skyrim SE 1.5.97 is not compatible
With a great many Papyrus functions and events due recent Game updates.
The Backported Extended ESL Support mod found on the nexus is said to fix this.
It would be impossible for me to test this since I am on later game version.
Its Recommended to use it anyways from game v 1.6.40 and under.
I cannot say if it works or not! As I do not use it as I am playing on 1170 and everything seems to work just fine for me!
Their is some debate on weather its okay to use with 1170 or not. I would personally loose it if I didn't need it!
Research it yourself and mind you're save file.
(Its always best to just update the game.)

   

 

 

Features:

 

Their be many!
 

  1. Most have an MCM On/Off Option, and settings.
     
  2. Sex tracking and voiced commentary, PFA can track Player/Follower having sex. MCM Option Jealous followers may initiate their own scene if Player is getting it without them.
     
  3. Option to be caught sexing someone's Spouse, and optional consequence's(may be deadly)
     
  4. Voiced Commentary if Player and or Follower parading about town exposed and obviously very horny! Also detects if Player or follower is stinky due to no available toilet paper.
     
  5. SexTalk, Some voiced Commentary while having sexy sex! SexTalk tracking is limited to only Two actors, So if having a threesome or whatever It would only track Positions 0 and 1. First it checks Player, if Player not involved then followers. Please keep in mind that all Voiced commentary is Synthesized, and some may be okay others not so okay! version 3.9.7 added Anal and vaginal queef options 
     
  6. Optional can turn off the lewd comments(Comment Manager MCM). Lewd comments is a naughty comment list and may be updated without notice. 
     
  7. A fart blunder mini system 2000.  just some ridiculous mini skits. Player and follower go at it if one or the other lets one rip! This Optional. will be shut off if Lewd comments is off.  Also has its own MCM on/off option.
     
  8. Followers no longer squat and crap in front of a Yarl, or anyone for that matter if in a settlement. Instead they will nag the player that they need to use the toilet, so for goodness sake get off the bar stool and take your followers to a toilet. Otherwise they can still have an accident on themselves!
     
  9. Followers will each look for an unoccupied toilet to use, once found that toilet becomes assigned to them(temporarily while paffing) and if their be enough toilets to go around you may get a musical chorus🤒
     
  10. Anywhere you may use the Latrine spell to have your followers go there instead of on your/their bedroll or whatever. When followers being checked to go paf. Checks in this order, If Toilet, If Latrine, If Accident,  Note if accident state they have reduced path time to reach a toilet, and may not make it before accident on self. Otherwise if none of the above they behave normally. Fast traveling, and waiting will have an effect on their states. Just a heads up!
     
  11. Mod detection, looks to see if User has mods that effect food, water, and cleaning off Paf. Currently listens for RNAD, CACO, Bathing in skyrim, Dirt and Blood, and Sunhelm survival. Note: their are different variants of BIS. BISR or Bathing in Skyrim Renewed was made to listen for PAF dirt and works with PFA out of the box. Although PFA listens for BIS, a variant -  BIS tweaked mod may not function as intended for cleaning off Paf dirt - Untested. If you have any of these, purely optional. PFA will make use of when you eat and drink will increase your Pee/Poo States. Otherwise PFA will only track VendorItemFood Keyword which is attached to pretty much anything consumable vanilla wise. Does not differentiate the difference between Solid food or Drinking whatever vanilla skyrim has to drink. Note I rigged this system so as only the first two items consumed will get detected and update your states, then a two hour cooldown until can update again. also two hours after going paf it will not update either, so as it doesn't immediately make you need to go again. Also detects drinking potions and eating ingrediants.
     
  12. The Player may become ill if contracting a disease, listens for Rnads or Sunhelm if installed and or any of the Vanilla DLC diseases. The Player will get sick to the stomach for about day and half before getting cured. MCM option On/Off can be toggled any time and will cure the player if currently ill. MCM options here if spraying someone have consequences(could be bad). The dragonborn poop is poisonous, and will cause harm to others except to followers and creatures. If a Vampire Diseases will not effect the player. So PFA listens for Stale BloodPotions if you have them and tracks Vampy feeding to much off the dead if such a Mod(hint BV) were to add those type of things to your Skyrim.
  13. Listens For the sake of SexTalk(only if Comment Manager is installed) if Player uses a Futa,  Comment Manager PFA only listens for SOS Futanari CBBE SSE. MCM option to add other Futa mods to a list so as to be recognized. Also can turn off Futa/SOS detection.  This detected by SOS keyword so if using mods that are not a futa or schlong but still has that same keyword e.g. Mods that add SOS pubic hair. Then you may want to shut off PFA's Futa detection.
     
  14. Adds as mall Bounty system if seen paffing or sexing, MCM optional. If Seen the NPC will seek a guard to tattle to, if found you will get bounty. Otherwise You still may get bounty albeit some small time later. Their are mods that do similar things, Okay to use both, but maybe double the trouble! Bounty amounts go off Paf's MCM option to set Bounty. If sexing and seen it will be a bit more than what you selected in the mcm. If Pafs Bounty option is Off, this feature is shut down!
     
  15. The Pooper scooper. PFA adds a pooper scooper so you don't have to touch the stuff. If when getting a cell detach event the pooper scooper cleans up behind you. It wont clean pee puddles though, only Player/Follower droppings. MCM option, you can have the Pooper scooper dynamically keep your inventory full of poo, as Player poo can be used as poison. It will not add unless you have less than 5 in your inventory then adds so you have only 20. Will only do this when getting a cell Detach Event.
     
  16. PAF 4.0 removed DD dectection. PFA rudimentarily brought it back. Uses Keyword detection only. Checks WornForms and if Wearing something in that equip slot that has specific keyword for DD(Anal/Chasity/Armbinder) then player/Follower may not be able to undress/Clean and probably wind up accident on self.  Can also turn Off DD detection - PFA MCM option per PFA v3.1.1 + PFA 3.4.0 added A Devious Applied system that PC may be  punished if caught paffing/sexing in public Settlements.
     
  17. Dooty Break. Player sits first at any Paf Outhouse, or if PFA_DootyPatch, Dooty house, Upon getting up Followers will take their turn to sit as well if they gotta go. Useful to clear your follower Paf states when you need them cleared, or just take a Dooty break. On/Off option
     
  18. If Dooty mod is installed along with PFA_DootyPatch v 3.0.6, Followers will dynamically path to a Dootyhouse when needing to go! This the Dooty outhouses from the the Dooty mod. If you install PFA_DootyPatch it obviously requires the Dooty Mod.  On/Off option
     
  19. NPC actors may Pee/poo in bottles if the PC has them in xhairs and use's PFA's modifier key + Paf action key.
     
  20. Support for Non tracked NPC's to have needs as well. Light weight and can only works off a random basis as in no tracking and only in settlements locations. Two npc may be randomly chosen every (user specified) number of hours, and will be given a random Pee/poo state - works off User's Paf MCM options. They will attempt to path to toilet, else will try to find a pee thing. Pee things are objects that npc like to pee on(MCM optional).  e.g if interior and no toilet will look for Pots, buckets, cauldrons, shovels, pitchforks.. exterior will look for these + Bushes, plants, and trees.  Objects can be added to the lists with xedit. See Forms list - their are three lists. if they fail to path to the nearest pee thing in time they will accident on self.
     
  21. Added support for followers to get sick. Contagious between Player and Followers via Sprayed or sex.
     
  22. Has translation files. PFA mcm is set up to be translated.

 

    23. Can set any sitting furniture as a toilet via Paf's action while pressing PFA's Force key and sitting.

 

    24.  A custom tag system for Paf's Kink sex so user can define what animations play.

 

    25. Can dirty worn armor if had an accident while wearing it.

          Dirty clothing will need to be cleaned else it will reapply dirty and stink debuffs if equipped.

          Merchants now have a cleaning service- via quest dialogue they charge a small fee to clean the filth out.

          Also if wearing dirty while swimming, they get clean. Mcm optional.

 

     26. Bladder Infection. Like getting sick but for pee.  Right now only one sickness can occur at a time, so if pc is already sick.

          

 

Usage Tips:

 

Some optional tips/suggestions

1. When commenting, the say marker(invisible object) won't follow you if your moving. It could be made to, 
    but that may require a bit more script load. So maybe stop or slow down when a comment picks up, may help with immersion.

2. The Dooty break system. Has two ways to activate. 1 assigning a hotkey will only activate via the hotkey.
    If PC is sitting use the hotkey before getting up, or if PC is outside have the Dooty house in cross hairs.
    Followers will take their turn to sit. Further the hot key method allows DootyBreak to be canceled once activated.
    Or the old way can only work if Hotkey is unassigned. PC sits first upon getting up activates for followers to take their turn.
    If a follower doesn't have needs they wont go. Can be disabled in mcm. DootyBreak works off Ai packages for pathing,
    if the game has a bugged or stuck override packages, like followers that wont sheath weapons then Dooty Break MAY fail.
    Disabling/Enabling the bugged Follower should clear them of stuck override packages.
    DootyBreak cannot start if Npc script is currently busy either a follower is going or trying to path to a toilet. .
    Once a DootyBreak does start, will prevent the npc script from firing so only one or the other may run.
    So if trying to activate DootyBreak and it doesn't do anything, Then either no followers have current needs or
    the follower scripts are busy, try again in a few moments.

3. If in location and getting a lot dirty commentary, Go clean yourself, it's because you stink! It can get annoying after a bit of it.
    This stink just paffing all down your leg, not dirt from KIC or anything.

4. PFA 3.4.0 added A Devious Applied system. This is meant as optional replacer for Pee and Fart's Diaper system. Only one system may be enabled. 
    PAF's Diaper system will over Rule Devious Applied if enabled. Devious Applied if enabled will listen for PC/NPC followers being Naughty. 
    If caught or another NPC Gawker tattles Then maybe a guard punishes PC with DD. Only uses Plugs or Chasity(Maybe add more later) 
    If a Plug gets rammed up the PC's ars it will be a lockable one and if PC tries to poo it will be blocked.
    Accidents can still happen when wearing an anal Plug.
    if you try to manually make the PC poo when wearing an anal plug and the Shits(Sick) option enabled, PC may contract the shits
    Pumps when removed may cause constipation if enabled.
    Chasity will prevent Pooing as well. and will prevent PC engaging in PFA related sex starters.
    If somehow you remove a Device early, before offense is satisfied. The guard when next encounter may get teed off!
    To remove a Devious Applied Device: ALL offenses in ALL holds must be satisfied, then speak with any blacksmith.
    Quest driven Note: Hold Offenses are not Bounty. Offenses are just Devious Applied level tracker per hold.
    To satisfy is measured in days worn per level of offense per hold.
    PFA MCM will have current stats on this. Disabling this will end any current quest and remove the devices.

5. PFA 3.7.1 added an option to allow for random NPC to have needs.
    This only works if PFA's mcm option for it is enabled, and PFA's tracking system is enabled.
    For the tracking system to be enabled you need either Sextalk feature enabled or Public Sexing enabled or both.
    Set a Time in PFA's mcm will negate NPC from being selected to go for specified amount of hours.
    Recommend at least 6 hours must go by. You will receive a notification - So n so -NPC is in need of relief.
    it would be up to you go find them and peep.
    Try not to go through loading doors or fast travel if a NPC is relieving.
    PFA does listen for this and will check and run a quick cleanup if needed
    Sometimes, at least on my end NPC's when pee on things will path to but fall short on playing idles.
    In PFA version 4_5 +, I changed PlayIdle for a SendAnimationEvent function. Maybe it will help as PlayIdle must pass default conditions.

6. About the custom Worn Page in PFA's mcm. It can be confusing so I'll try to break it down some.
    Basically PFA needs to check for worn clothing during various circumstances.
    Mainly its when paffing, but could also be when taking a stroll through town. So PFA wants 
    to know if wearing items on specific slots.
    The mcm options are a way you the user can manipulate if certain clothing items pass or fail a worn check.

    -The first list is the main Custom WornList : 
    used specifically to check lower pelvis area if worn or not. 
    This effects exposed commentary and or if paffing accident weather this clothing can get soiled and or if poop is allowed to fall through.
    Adding clothing to this list makes that clothing item treated as something worn. 
    If you have clothing covering the butt and not being properly detected, add it to this list.

    -The List under the main one is for upper body boobs being detected as exposed. If you have clothing that covers 
    the boobs  and pfa don't detect it as in you are getting exposed commentary its probably because that clothing isn't slot 32
    So you can add undetected clothing that covers the boobs.

    -The Negation options only check your currently worn item on specific slots 32, 52, and 49.
    These weather enabled or disabled will circumstantially effect exposer or soiling when accident.
    If this option for that slot is enabled then this clothing will be treated as revealing or is exposed. Otherwise pfa treats as worn. 

    - And for the soiled option lower down the page their is a cheater that you make the worn to be soil-able only if its added to 
       main Custom Worn list- and only counts if a 32 body slot item as in the soiled will still check 52, 49 slots as well.
      This maybe helpful if you have a devious suit that cannot be removed and you get tired of soiling it.
       So in this case make sure its not on your main Custom worn list and the suit will not get dirt.
       But if wearing underwear under the suit, its still possible the underwear gets dirty!

 7. If you have mods that periodically start idles on npc or the Player, if this happens during a paf idle it could break the paf idle playing.
    If its an oar based idle then it probably wont matter as fnis based always wins that conflict. 
    example idles that can. DD's, Aroused redux, or the slsf Comments -  modesty covering idles - Be wise to turn these off.
    For Aroused redux you but have to add the npc or player as Is-Exhibitionist in the Puppet Master page.

8. Several other mods use the same registered hotkeys as Paf/PFA.
   Its pain in the rear, but you should be tracking this in your mcm and assign unique hotkeys for each mod.
   e.g Zaz's mcm has a default N - so does Paf.
   Resolving conflicting hotkeys often fixes the problem !

9. v 4.6.6 + adds a cleaning animations when done on toilets. - mcm optional. Still would require paf's clean idle enabled. 
   This feature also listens for if the toilet was an outhouse or not. If outhouse it will briefly disable PC collisions until you 
   walk through the entry way of the outhouse then collision poof back on. This only effects the player. 
   If this is enabled. When done paffing and your xhairs and controls come back just stand up and look downward 
   your controls and cam will deactivate and detach briefly for the clean idle.  Be careful exiting the outhouse
   as in your collisions are disabled and try to walk straight with ground level, else theirs potential fall void !
   if having any issues you can disable this in the mcm.

10. The Force key. Is a multi function hot key you can set up in PFA.
    The force key is a modifier key and is meant to be held down when using Paf's action key. 
    It has as of now 4 function that can circumstantially happen. 
    1 - If in current sex lab scene it can make the Player briefly pee- requires a pee state.
    2. - If sitting down on non toilet furniture like the yarl's throne- can treat it like a toilet. - Use custom toilets.
    3. - If has npc or follower npc in xhairs can attempt to make that npc use a bottle to pee in.
    4. - Otherwise - this will force an accident on the player if no other conditions apply.
    Just remember the force key must be held firmly while pressing paf's action key- keep holding it even after until you have a result.

Installation:

 

PAF no longer requires Zaz pack 8+ but if both are installed, PAF will overwrite some zaz texture files. - It doesn't change anything
Only patches in my downloads and any of my pfa addon mods should Install/load after PFA, Otherwise Install/Load PFA after.

Skyrim Unbound
Recommend to wait until Skyrim Unbound completes(the intro quest) before installing any mod!
This in modding 101 ! I do usually install pre-requisites at new game, mods like Racemenu,  xp max skeleton, Physics, Sos, 3Ba/Cbbe
So this really for quest related mods with oninit functions like PFA or sexLab - needs to wait until after Skyrim Unbound completes

 

1.  Install all required files.

2. If using any mods that PFA listens for. You may want them installed first as PFA will look for them when it loads.

3.  If installing PFA AIO 4.1 + then you will need a clean save of anything Paf 4.0 or Pfa 4.0 and under.
    IF YOU PRIOR HAD PEE AND FART.ESP IN YOUR SAVE GAME YOU NEED TO START A NEW GAME BEFORE INSTALING PFA.
    IF UPDATING FROM ANYTHING AFTER PFA 4.0 THEN DISREGUARD THIS.

4.  Install PAF fixes and Addons It may take a bit for the MCM's to get registered. Be patient! 
    PFA loads three mcms - Pee and Fart mcm, Comment Manager mcm, and PFA's mcm
    Be sure to carefully view and select any preferred options in each one.
    You should enable and choose mcm options in order - Comment Manager - Pee and Fart mcm - Paf Fixes and Addons - any PFA addon mods like COBW or Domination.

 

Changelog:

 

 V1.0 initial release

     1: 2: skip a few . .

     if needing the changelog history, let me know I'll give it via txt file.

 

v 4_3_3

 - tweaked WornDirty so if wearing Chasity, the Chasity can get smelly.
  - fixed Fart repression option not disabling. 
  - fixed so the fart volume adjuster works for queefs as well.
  - tweaked - when PC is queefing during sexlab scene, the sound doesn't sound like it comes from  detached cam.
  - tweaked if user has enabled mcm opt- Paf in bottles -can poop when peeing in bottle, will get the correct bottle for they chose within the menu,
     and will make poo droppings if peeing in bottle.
  - added mcm option to negate player paffing animations. This may be useful if using replacer animations or maybe if using VR.  Best left disabled unless you know what you are doing.
  - added a mcm option to play some verbose messages when player bladder or bowls states have changed.
  - fixed if using pno's pee sometimes the pee wasn't visible  

v 4_3_4

 - fixed "Pee only" not getting detection events.
- added a dirty worn toggle to help negate upper body clothing like shirts or bra's from treated as something that can be paffed in. MCM optional - disabled by default.
- removed the disease option as a requirement for if female peeing and no tp to clean with can get tier-1 The smell debuff.
- added Bladder infections. If failing to clean pee stink from self - Requires Catch Disease option enabled and PFA's Pee debuffs enabled. 

v 4_5_0
- fixed Bladder infection skipping first level.
- tweaked a better random pick for Bladder infection or the Shits.
- added options to negate slots 52 and 49 per worn item to be checked if Check Worn option is enabled.
  May help if pfa is trying to paf in an armor that don't actually cover the butt.
- added if wearing sos pubes with keyword "SOS_PubicHair" on slot 52 will be treated as exposed. Can effect nude commentary and consequences.
- updated PafDD script to check worn slots 56 Bra and 58 Chasity+Corsit/Harness - for exposer purposes
- In the exposed check(if tits are exposed) effects commentary. Added to the check to check worn DD Bra,
   use to only check 32 body and may help if wearing dd bra but not 32 body armor.
- added function if sitting on toilet but has worn. Will paf on self. This if the Check worn option if enabled, and wearing anything on custom worn list or 52 slot or 49 slot.
- tweaked the worn functions, adding more user control and overall better check.
- added mcm toggle free camera option and functionality for when in paffing idles.
- tweeked when sextalk starts. stage must be > 0 and its not leadin or foreplay and not on final stage 
- tweeked npc paffing failsafe
- edited some fart sounds. - doesn't interfere with the AdditionalFartSound patch. 
- Added Dynamic pooping
- Added P03's papyrus Extender OnMagicEffectApplyEx to replace the Games OnMagicEffectApply. Should fix bad stacks some users were getting due to excessive spell casting mods.
    Papyrus Extender is now a required file.
 - Added more paffing animations from GSPoser mod. Requires GsPoser .
 - Edited paf's original calls to PlayIde() with SendAnimationEvent(..) , this may help with some npc failing to play paffing idles. maybe my imagination but this way seems faster as well.
 - fixed Kink sex so correct animations play, and custom tags in mcm now fully function.
    custom tags option for kink animations, can set up to 5 custom tags. e.g Cunnilingus,Anal,Oral . . Kink idle selection will build anims off user tags.
    Tags take precedence over Random unlocked animations or Paf defaults.
    Kink animations should work as intended now.

v 4_5_1

- added GS505 to DynanicPoop exclusion  , No offsets were created for it as it has too much motion.
- Added Bisr support for Bisr 2.7.5 +. Older Bisr support remains for now.
- Added support for Last Seed. Requires my Last seed patch from downloads. Their are three different variant patches, use the only the one corresponding to load order.

vers 4_5_2
- fixed anal spray spraying in wrong direction per idle playing. 
- removed awkward light showing when anal spraying.
- fixed anal spray impact decals not taking
- added an mcm option to enable/disable anal spray so its separate from Dynamic poop option

vers 4_5_3
- fixed script bug that potentially conflicted with other mods that disable/enable player controls. 

vers 4_6_0
- updated sextalk female lines, tested and edited individually. Should sound better now.
- added an mcm option to declare what stage the queefs can start. Helps prevent them playing too early.
-Follower pathing to toilet and the toilet gets occupied before they get there,
   The follower will now look for another toilet instead of just paffing on self,
   although if their timer runs out they still accident on self anyways.
-fixed comment manager script bug if sexing necro the victim was being treated as gawker.
- edited the debugs when debug mcm option is enabled, so it don't blow up the screen with verbose messages. 
   If logs are enabled.
-tweaked accident function to not fail when some pc action behaviors is active like
   combat, sneaking, swimming, sitting, sleeping, or on mount
  The pressure animation will negate if detects pc in any of these states.

vers 4_6_1
- fixed bug introduced in last update, follower pathing to toilet, sometimes couldn't sit.

vers 4_6_2
- 3rd attempt same bug again from last update. Should be fixed now !

 

Vers 4_6_3

    - updated dooty patch to fix sit marker on dooty houses.
    - tweaked the Is worn detection to check the armor's aa and total slot mask for a better check for a lower pelvis area, 
        as some clothing items like full body robes and some armors were getting false negatives.
    - fixed if sick on bucket anal spray. Sprays in correct direction now.
    - fixed in some ass up idles, spray in correct direction now.
    - reworked debugs- added trace debugs and tweaked some messages for less verbose.
       Removed debugs from messaging when commenting when in debug mode.
    - fixed toggle cam, will ensure 3rd person and weapons sheathed before the toggle.
    - fixed when paffing- checking for deliberate target. IsTargetDeliberate(thisActor) - 
       reworked the function - this handles deliberate commentary and consequences.
    - tweaked functionality for better thread safety between Key up and auto functions. 
        This was primarily a bug with the super dump when keyed to happen the script was failing to achieve busy state,
        and potential conflict with itself.
    - reworked some sounds fx, 
    - PFAAdditionalFart patch got updated to 4.2.0
    - PFA_DootyPatch got updated to 4.1.3 - this fixes the offset sit marker on the Dooty houses.

Vers 4_6_5
    - reduced the search area for dialogue target.
    - Reworked functionality, some things I did in the 4.6.3 v update,
       that may have been causing pc controls to be locked.
    - Reworked Paf npc fail safe. For better functionality. 

Vers 4_6_6

    - Reworked finish to parent functions for optimization. 
    - Reworked adjusted wait times during idles.
    - added UseToilet to allow cleaning animations when done. 
        PC only, and will need to stand up when done, the cam will toggle off briefly for the idle
    - fixed PC getting stuck when exiting outhouses. This will briefly toggle collision off(PC only) then back on when clear.
    - fixed wonky remove actor behavior in pfa's mcm 
    - fixed bug when removing an actor from paf tracking was failing to update the actor Index
    - fixed if had bladder infection and disabled it in the mcm it will instantly cure the infection
    - fixed update paf debuffs force update after peeing. 
        This was causing some idle lag if using pno pee and the bladder spells didn't immediately update,
        pno's pressure idle commencing after peeing. 
        pno's pressure idles pick up on updated bladder buff/debuff. 
    - fixed calling GetFormFromFile causing log errors. 
        Now properly checks for has mod via IsPluginInstalled(modName) before the GetFormFromFile call 
    - fixed some calls to Find() on a formlist was getting a None passed in causing some log errors to show.
    - updated comment manager script and the custom voice add-on to accommodate these log errors.
        so if using the custom voice add-on patch be sure to get the update and it must load/install after pfa.
    - reworked the PAF_PNOScript - adding failsafe incase pee would fail to dispel. 
        Note ! This script can only run if pfa can see pno and in pfa's mcm the "Let pfa handle pno" option is enabled. 
        Otherwise pfa just sends a mod event, and pno scripts handle things from their. - 
        pfa still needs to see pno though in order to enable pfa's "Use pno" mcm option. Otherwise paf pee is used.

Vers 4_6_7

    - added more time for Player to stand from toilet finish for clean animation to happen.
    - edited isJealous function for jealous followers, fixed verbose commentary
    -added function to check whether player just recently ate or drank.
    -fixed Lastseed diseases not getting used to make PC sick.
   - fixed the pee debuff from applying when accident if nothing is worn down their
   - fixed Auto Door event sometimes fail for paf outhouses when sitting and closing. 
  - added new - if player only in sexlab sex, use the force key and paf action key without any modifiers for a brief leek - 
      does require a pee state, but doesn't reset pee state so it can be used multiple times. Try not to spam it too much though.. 
  - fixed follower sick element not resetting when actor was removed or reset all actors.
     this bug was when released a sick follower from paf slot, later recruited new actor into that same slot caused instant sick.

Vers 4_6_8

    -fixed increment food item sometimes failed to increment.
    -fixed potential Paf busy message gets stuck if removed an only actor from tracking.
    - fixed potential npc script loosing registration when removal of only actor from tracking. 
        if only had one tracked actor and removed them from tracking, later when adding new actor may have locked down. 
        Now will correct itself if this were the case. If npc's stop incrementing states you can remove then add the actor back to resolve
        instead of running the pfa debug or paf's reset. But either would achieve the same result.
    - added new patch: PAFDootyFrostfall - makes all paf and dooty outhouses as heat source. - non shelter so you can still 
       get cold but should help freezing to death while sitting on the throne.

Vers 4_6_9
     - edited some dirty commentary in comment manager esp to be less vulgar
       These are some COBW lines and unrelated to pfa. 
     - edited pfa's food consumption tracking to keep up with since last fed weather vampire or not. 
     - updated CM_CustomVoice_Addon v 4.1.8 to accommodate 

Vers 4_7_0
    - updated comment manager. Recreated some lines. Created new lines. These are primarily for COBW.
      updated the CM_CustomVoice_Addon to v 4.1.9 for this, again its for COBW stuff.
    - fixed if used force key to force paf when constipated was getting wonky behavior. 
    - edited if constipated you cannot force paf via the force key or use toilet normal
       if your go state < 3  or less than High pressure. 
    - fixed typo in mod check for Dirt and Blood 
    - Added different verbose messages for when accident on self. 
    - updated the check for worn when checking if wearing clothing when having accident for better functionality.

Vers 4_7_1
    - added debug to IsJealous follower function 
    - fixed Blood potion properly incrementing states if vampire 
    -  changed back a 1 hour to 2 hours must go by before consumption increments.
    - fixed Bowel and Bladder Buffs/DeBuffs had incorrect magnitudes. Thanks to the awesome @el-douanier for pointing this out to me.

Thanks and support:

 

If you wish to show some support

  Pee and Fart is a great mod and has alot of potential. I'm Sure Trognog would appreciate any support!

 

  Ashal, Sexlab and the community. Were would we be without you guys?

  All those awesome animators that work so tirelessly that we may have kool things to do with our spare time!

  Be sure to show them some appreciation!

 

If you wish to leave me a tip.

 Tip Jar

 

Thanks All!

 

My thanks to snitch123, and Medieval Genie for helping out with some testing.

My thanks to @tamai  for helping me cleanup and organize the page. ☺️

 

 

ScreenShot16.jpg

ScreenShot3.jpg


  • Submitter
  • Submitted
    02/15/24
  • Category
  • Requirements
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

thankyou for the update, just suggest since I use devious device, is it possible to add feature "leaking" if the vibration active? or orgasmic? since as I know, the DD support only block the rear plug to prevent fart. 

Posted

And back with an update after 2 hours of testing with a new save file...

Unfortunately if even at first it looked like the issues are solved on a new game, one or two saves later the mod just died. If it didn't crash straight away referring me to the line I posted before, it would load in but all features PFA touched completely stopped working. Companion was no longer tracked, bounties weren't applied, food detection didn't work. You mentioned you were on 1.6.440. I checked SexLab and it seems while version 1.66.7 is available for that version, build 1.5.97. however remained with 1.63.7. 
Could this be a version incompatibility ? Perhaps some assets from 1.66.7 are being used ?
I also did some further testing of stuff (while everything was working) and figured some other things out..
But I'd rather start at the core and figure out first if 1.5.97 actually even is compatible and any other issues don't just stem from there... 

Posted
6 hours ago, snitch123 said:

And back with an update after 2 hours of testing with a new save file...

Unfortunately if even at first it looked like the issues are solved on a new game, one or two saves later the mod just died. If it didn't crash straight away referring me to the line I posted before, it would load in but all features PFA touched completely stopped working. Companion was no longer tracked, bounties weren't applied, food detection didn't work. You mentioned you were on 1.6.440. I checked SexLab and it seems while version 1.66.7 is available for that version, build 1.5.97. however remained with 1.63.7. 
Could this be a version incompatibility ? Perhaps some assets from 1.66.7 are being used ?
I also did some further testing of stuff (while everything was working) and figured some other things out..
But I'd rather start at the core and figure out first if 1.5.97 actually even is compatible and any other issues don't just stem from there... 

No I wouldn't think its a game version problem so long as you know for sure you have the correct Skse for your game, and properly launching it through your mod

manager. I am sure you do because otherwise you would be having mass problems with just about everything.  I however have discovered a needle in a haystack,

I have a bad reference call from the initialization process, OnPlayerLoadGame event that only ticks if stuff has not yet been initialized. Its trying to call to PAF_MCM

for a reference, except at this time SKYUI is working its butt off to load the that mcm page for the first Time. This may bork the entire process like a circular reference.

This would explain the MCM issues you had earlier, and no doubt still having.

If any body else having MCM loading issues?

In any case DONT DOWNLOAD VERSION 1.0, I.M WORKING FOR A HOT FIX FOR THIS. 1.1 WILL BE UP SHORTLY!

 

Posted
2 minutes ago, Dg75 said:

No I wouldn't think its a game version problem so long as you know for sure you have the correct Skse for your game, and properly launching it through your mod

manager. I am sure you do because otherwise you would be having mass problems with just about everything.  I however have discovered a needle in a haystack,

I have a bad reference call from the initialization process, OnPlayerLoadGame event that only ticks if stuff has not yet been initialized. Its trying to call to PAF_MCM

for a reference, except at this time SKYUI is working its butt off to load the that mcm page for the first Time. This may bork the entire process like a circular reference.

This would explain the MCM issues you had earlier, and no doubt still having.

If any body else having MCM loading issues?

In any case DONT DOWNLOAD VERSION 1.0, I.M WORKING FOR A HOT FIX FOR THIS. 1.1 WILL BE UP SHORTLY!

 

Oh and by the way you were right about Cm affecting it, because the refernce only would have gotten checked if CM was installed and found! 

Thank for pointing this out to me!

Posted

I uploaded Version 1.1. Fixes for Initialization issues. PFA MCM shouldn't give any more problems.

I loaded a clean save and tested install and functionality with both Comment Manager and Pee and Fart Pre installed without issue.

Only found a small bug in the Comment Manager Master toggle. If you haven't figured it out yet, to get the comments working

You must toggle the Master to off then back on in the CM MCM. You should get a Notification Comment Manager Initialized! 

Its supposed to start disabled, so as when enabling it will start up the quest... Be sure to select a Player voice.

The Adventure Banter doesn't do anything, That mod still being worked On!

Don.t forget to sleep after install to initialize pfa tracking.

Have Fun! and I welcome any new ideas, suggestions and feed back!

Posted
21 hours ago, Black714 said:

thankyou for the update, just suggest since I use devious device, is it possible to add feature "leaking" if the vibration active? or orgasmic? since as I know, the DD support only block the rear plug to prevent fart. 

Interesting! Something to look into for sure.

Posted
10 hours ago, Dg75 said:

I uploaded Version 1.1. Fixes for Initialization issues. PFA MCM shouldn't give any more problems.

I loaded a clean save and tested install and functionality with both Comment Manager and Pee and Fart Pre installed without issue.

Only found a small bug in the Comment Manager Master toggle. If you haven't figured it out yet, to get the comments working

You must toggle the Master to off then back on in the CM MCM. You should get a Notification Comment Manager Initialized! 

Its supposed to start disabled, so as when enabling it will start up the quest... Be sure to select a Player voice.

The Adventure Banter doesn't do anything, That mod still being worked On!

Don.t forget to sleep after install to initialize pfa tracking.

Have Fun! and I welcome any new ideas, suggestions and feed back!

Glad to hear the feedback helped..
Though I did some testing already and I'm afraid I ran into more issues.

Great job on the MCM fix. I haven't run into any delays or crashes at all in the time testing..

However, the mod itself still "dies". Usually one or two saves later. As I described before with everything (tracking, NPC scripts etc.) just shutting off. The MCM now works correctly, so no crashes occur, but instead it likely skips to the stage where everything ceases to function. I actually think it's the same issue but rather the MCM part of it is fixed. Problem is, since it doesn't crash I can't really pull out a log for a single clue.

Now THIS is where it gets odd.. This isn't a save specific failure. Once the scripts failed, I did another test, where I started another new game without restarting the game and ending current Skyrim session. The failure is game-wide. Even on a brand new save with everything freshly installing itself, the PFA scrips are gone. Sleeping no longer activates the mod nor do any of the scripts work. In fact since they over-write some of the aspects of base PAF, those over-written features don't function. So tracked NPCs aren't actually tracked etc. Only a restart and then a new game can reset it. 

CM also gets a bit funny. Still running into the loop as long as I don't install CM after the initial PFA install. By install I really mean I can't even have the archive of the mod itself ticked in Mod Organizer. Even with the .esp disabled, something still picks up CM scripts. Still really not that big of a deal, as the late install just bypasses the issue fully without hindering any function once installed. I'd simply recommend this solution to anyone that has this issue.
Theory: Since CM seems to trigger a part of "the shits" feature during it's loop could it be related to mods that operate on active effects with debuffs ? Perhaps the scripts could pick those effects up and consider them a disease. 

I also investigated the RNAD keyword detector a bit while I was at it. I mentioned before water is not detected.. Well, upon further investigation, it's only water from waterskins which doesn't trigger a stage. And sure enough in Ssedit I found out they actually lack the keyword unlike all the other waters (River, Spring, Boiled) that work correctly when consumed from bottles. I also tested consumables from the RNAD Hunterborn patch while I was at it, and those consumables including the stews were detected perfectly. The detector works correctly indeed. This could be fixed with a bit of time and Ssedit, but since unrelated to your mod, that's up to RNAD users.. Or just don't use waterskins 😁 Perhaps might be worth noting in the mod description as the RNAD in question is the "All-In-One" which is base RNAD patched for USSEP. Probably a likely combination for someone using RNAD. But, all in all an issue unrelated to PFA.

 

Just to be sure I made sure to double-check my load order.. But found no issues there. Can't really think of any culprit or badly functioning mods that could cause problems. The only possibility could be some really hard to find incompatibility which interferes with PFA, but I can't think of anything that could touch it. I'm also easily able to pull 100s of hours on each character without hiccups with all sorts of SKSE reliant mods. Besides... if there were issues I'm sure Dyndolod would've served my head on a plate by now 😆

Posted
46 minutes ago, snitch123 said:

Glad to hear the feedback helped..
Though I did some testing already and I'm afraid I ran into more issues.

Great job on the MCM fix. I haven't run into any delays or crashes at all in the time testing..

However, the mod itself still "dies". Usually one or two saves later. As I described before with everything (tracking, NPC scripts etc.) just shutting off. The MCM now works correctly, so no crashes occur, but instead it likely skips to the stage where everything ceases to function. I actually think it's the same issue but rather the MCM part of it is fixed. Problem is, since it doesn't crash I can't really pull out a log for a single clue.

Now THIS is where it gets odd.. This isn't a save specific failure. Once the scripts failed, I did another test, where I started another new game without restarting the game and ending current Skyrim session. The failure is game-wide. Even on a brand new save with everything freshly installing itself, the PFA scrips are gone. Sleeping no longer activates the mod nor do any of the scripts work. In fact since they over-write some of the aspects of base PAF, those over-written features don't function. So tracked NPCs aren't actually tracked etc. Only a restart and then a new game can reset it. 

CM also gets a bit funny. Still running into the loop as long as I don't install CM after the initial PFA install. By install I really mean I can't even have the archive of the mod itself ticked in Mod Organizer. Even with the .esp disabled, something still picks up CM scripts. Still really not that big of a deal, as the late install just bypasses the issue fully without hindering any function once installed. I'd simply recommend this solution to anyone that has this issue.
Theory: Since CM seems to trigger a part of "the shits" feature during it's loop could it be related to mods that operate on active effects with debuffs ? Perhaps the scripts could pick those effects up and consider them a disease. 

I also investigated the RNAD keyword detector a bit while I was at it. I mentioned before water is not detected.. Well, upon further investigation, it's only water from waterskins which doesn't trigger a stage. And sure enough in Ssedit I found out they actually lack the keyword unlike all the other waters (River, Spring, Boiled) that work correctly when consumed from bottles. I also tested consumables from the RNAD Hunterborn patch while I was at it, and those consumables including the stews were detected perfectly. The detector works correctly indeed. This could be fixed with a bit of time and Ssedit, but since unrelated to your mod, that's up to RNAD users.. Or just don't use waterskins 😁 Perhaps might be worth noting in the mod description as the RNAD in question is the "All-In-One" which is base RNAD patched for USSEP. Probably a likely combination for someone using RNAD. But, all in all an issue unrelated to PFA.

 

Just to be sure I made sure to double-check my load order.. But found no issues there. Can't really think of any culprit or badly functioning mods that could cause problems. The only possibility could be some really hard to find incompatibility which interferes with PFA, but I can't think of anything that could touch it. I'm also easily able to pull 100s of hours on each character without hiccups with all sorts of SKSE reliant mods. Besides... if there were issues I'm sure Dyndolod would've served my head on a plate by now 😆

The tracking when it kicks in after you first slept , moves an invisible marker to you that pretty much becomes your shadow from their on.

it stays in that spot until the game starts to unload that cell(player adventured far enough away) then triggers a cell detach on that object and moves to wherever  you are at.

When this happens you get a notification, "Some things are best left forgotten" . It also will run two functions, the pooperscooper, and a location tracker and resetting

of some vars. I say this because you mention you are still getting looping notification "some things are best left forgotten", Could indicate the cell tracking system has gone 

Wonk! Or something else is triggering constant cell detaches. Look for mods you have that change behavior of cells. e.g. Open Citys. Never used it so have know idea

if conflicts, just an example. Ordinator perks do alot of strange things, in fact their be one an illusion perk that conflicts with Sexlab area spell(was makeing my followers instantly

drop all weapons' to the ground, and head for the hills.) 

Still the resetting of the vars, if they don't, wouldn't break the mod, its the scary fact those functions maybe constatnly getting ticked. This could cause stacks to eventually

become overburden and dump. 

Pay strict attention to when this happens, your location, and what all is happening around you. are you in combat...?

When it happens. Try this. Make a hard save. Exit the game. If you don't have Falrim tools, get it. Open that save up in Falrim tools. If their are large and unusual stacks

it give you clear notification somethings wrong, and possible culprits. Its vague but maybe something to go on. If it then proceeds to say your save is dirty, 

Undefined elements and or unattached scripts. I'd hate to steer you wrong on that, but if it were me ,I'd clean it.

If you need help with the tool let me know.. Or their very easy to understand instructions on his mod page, and a video.

 

Also Exactly what is breaking here when this happens? Is the Player effected, only followers. Are their pee/poop states getting stuck in limbo. 

Do you loose all voiced commentary, or just followers...

I'm little vague here to is exactly happening.

 

 

Posted (edited)
11 hours ago, Dg75 said:

The tracking when it kicks in after you first slept , moves an invisible marker to you that pretty much becomes your shadow from their on.

it stays in that spot until the game starts to unload that cell(player adventured far enough away) then triggers a cell detach on that object and moves to wherever  you are at.

When this happens you get a notification, "Some things are best left forgotten" . It also will run two functions, the pooperscooper, and a location tracker and resetting

of some vars. I say this because you mention you are still getting looping notification "some things are best left forgotten", Could indicate the cell tracking system has gone 

Wonk! Or something else is triggering constant cell detaches. Look for mods you have that change behavior of cells. e.g. Open Citys. Never used it so have know idea

if conflicts, just an example. Ordinator perks do alot of strange things, in fact their be one an illusion perk that conflicts with Sexlab area spell(was makeing my followers instantly

drop all weapons' to the ground, and head for the hills.) 

Still the resetting of the vars, if they don't, wouldn't break the mod, its the scary fact those functions maybe constatnly getting ticked. This could cause stacks to eventually

become overburden and dump. 

Pay strict attention to when this happens, your location, and what all is happening around you. are you in combat...?

When it happens. Try this. Make a hard save. Exit the game. If you don't have Falrim tools, get it. Open that save up in Falrim tools. If their are large and unusual stacks

it give you clear notification somethings wrong, and possible culprits. Its vague but maybe something to go on. If it then proceeds to say your save is dirty, 

Undefined elements and or unattached scripts. I'd hate to steer you wrong on that, but if it were me ,I'd clean it.

If you need help with the tool let me know.. Or their very easy to understand instructions on his mod page, and a video.

 

Also Exactly what is breaking here when this happens? Is the Player effected, only followers. Are their pee/poop states getting stuck in limbo. 

Do you loose all voiced commentary, or just followers...

I'm little vague here to is exactly happening.

 

 

I'll try to clarify a little more.

Issue #1 - Script failing and (previously) MCM failure. These two actually occur at the same time and seem related. The log I posted, seemed to have led you to the "OnPlayerLoadGame" issue which you fixed and thus solved the MCM part. However the scripts still fail in the same way under same circumstances. It's just now MCM remains openable and doesn't cause a crash. I can interact with options, enable & disable, but they no longer have any effect. Which leads me to believe there is a possibility of the scripts also having a similar issue. This occurs only after saving and reloading a save file either within 1st time saving or sometimes 2nd, and rarely even 3rd. It does however happen at some point and seems inevitable.

By script failure I really mean: PFA once initialized and depending on settings seems to take over functions of base PAF such as NPC scripts, food & drink keywords tracking etc. Once issue #1 occurs, all of these are stuck to a halt. From that moment on, an NPC that was tracked and handled by PFA's script no longer has needs as if it wasn't tracked to begin with. Drinking and eating items with correct keywords, also no longer adds stages. Simply all features covered by PFA are stuck on permanent hold or rather even missing. And not allowing base PAF 4.0 scripts to take back over.. Example, scripts fail, I try to add an NPC into tracked again, but since the PFA script misfired, nothing happens. Similarly for example, bounties now stop being applied at all, RNAD keyword food and water don't count towards stages...

As for CM. As you said it could trigger the detach event.. BUT. In my case the "best left forgotten" part is also accompanied with sound effects and NPC reactions from what seems to come from "the shits" feature each time you pass into another cell. Sometimes messages saying "Your stomach feels sick" pop up as well.. Despite "the shits" being disabled and also worth noting, even with poop features disabled entirely. So perhaps the message is rather a random byproduct of whatever is happening and isn't truly attached to the actual detach event in this case. Still, this loop never occurs in any form as long as I install CM after I have PAF + PFA fully initialized and working (if the save after the initialization remains with PFA functional). After installing CM in that stage, I could travel through how many cells I wanted without any of these issues. Everything worked 100% correct with all features triggering as should, when they should, including the correct voices for NPCs and the PC. 


As for any cell modifying mods, I'm trying to run a setup with good compatibility.. As such the only serious cell modification is JK cities which is pretty much visual and shouldn't really change city records. I stay away from Open Cities or similar mods for that reason. I have yet to run into any issues with mods quite sensitive to cells being modified.
Ordinator.. Using that one. Though on the test saves I had no perks at all. Still, could always be a part of culprit. Though until issue #1 appeared, I haven't had it interfere with anything either. 

For the record all of these I tested, were tested over the course of a couple of hours at a time when I had some extra spare time (and felt like solving some mysteries 😆) so as such I created multiple characters for that purpose and tested all sorts of scenarios in different locations. Including staying only in the exterior cells in the wilds throughout a whole test session. During all of these tests in different scenarios I never ran into ANY issues or delays for as long as I didn't save & reload thus again running into issue #1. 

Fallrim - I'm quite familiar with the save tools since the Skyrim LE times. Made sure to re-check my existing saves for potential hints of something in the load order anyhow acting up.. and results wise all of my current saves are working cleanly, the loading times are optimal and so are the save file sizes for their hours. Few of them being well over 100 hours of playtime with one creeping up to 250. Papyrus in-game doesn't seem overloaded in any way and responds well in general. Nothing alarming in the records... So saves are good, and they remain clean easily for any duration. Now I did investigate the "failed" saves, with no records out of the ordinary.. I suspect the scripts are fully present, but their function is just entirely borked. No unattached instances or any issues reported by the tool.

Edited by snitch123
Posted (edited)
12 hours ago, snitch123 said:

I'll try to clarify a little more.

Issue #1 - Script failing and (previously) MCM failure. These two actually occur at the same time and seem related. The log I posted, seemed to have led you to the "OnPlayerLoadGame" issue which you fixed and thus solved the MCM part. However the scripts still fail in the same way under same circumstances. It's just now MCM remains openable and doesn't cause a crash. I can interact with options, enable & disable, but they no longer have any effect. Which leads me to believe there is a possibility of the scripts also having a similar issue. This occurs only after saving and reloading a save file either within 1st time saving or sometimes 2nd, and rarely even 3rd. It does however happen at some point and seems inevitable.

By script failure I really mean: PFA once initialized and depending on settings seems to take over functions of base PAF such as NPC scripts, food & drink keywords tracking etc. Once issue #1 occurs, all of these are stuck to a halt. From that moment on, an NPC that was tracked and handled by PFA's script no longer has needs as if it wasn't tracked to begin with. Drinking and eating items with correct keywords, also no longer adds stages. Simply all features covered by PFA are stuck on permanent hold or rather even missing. And not allowing base PAF 4.0 scripts to take back over.. Example, scripts fail, I try to add an NPC into tracked again, but since the PFA script misfired, nothing happens. Similarly for example, bounties now stop being applied at all, RNAD keyword food and water don't count towards stages...

As for CM. As you said it could trigger the detach event.. BUT. In my case the "best left forgotten" part is also accompanied with sound effects and NPC reactions from what seems to come from "the shits" feature each time you pass into another cell. Sometimes messages saying "Your stomach feels sick" pop up as well.. Despite "the shits" being disabled and also worth noting, even with poop features disabled entirely. So perhaps the message is rather a random byproduct of whatever is happening and isn't truly attached to the actual detach event in this case. Still, this loop never occurs in any form as long as I install CM after I have PAF + PFA fully initialized and working (if the save after the initialization remains with PFA functional). After installing CM in that stage, I could travel through how many cells I wanted without any of these issues. Everything worked 100% correct with all features triggering as should, when they should, including the correct voices for NPCs and the PC. 


As for any cell modifying mods, I'm trying to run a setup with good compatibility.. As such the only serious cell modification is JK cities which is pretty much visual and shouldn't really change city records. I stay away from Open Cities or similar mods for that reason. I have yet to run into any issues with mods quite sensitive to cells being modified.
Ordinator.. Using that one. Though on the test saves I had no perks at all. Still, could always be a part of culprit. Though until issue #1 appeared, I haven't had it interfere with anything either. 

For the record all of these I tested, were tested over the course of a couple of hours at a time when I had some extra spare time (and felt like solving some mysteries 😆) so as such I created multiple characters for that purpose and tested all sorts of scenarios in different locations. Including staying only in the exterior cells in the wilds throughout a whole test session. During all of these tests in different scenarios I never ran into ANY issues or delays for as long as I didn't save & reload thus again running into issue #1. 

Fallrim - I'm quite familiar with the save tools since the Skyrim LE times. Made sure to re-check my existing saves for potential hints of something in the load order anyhow acting up.. and results wise all of my current saves are working cleanly, the loading times are optimal and so are the save file sizes for their hours. Few of them being well over 100 hours of playtime with one creeping up to 250. Papyrus in-game doesn't seem overloaded in any way and responds well in general. Nothing alarming in the records... So saves are good, and they remain clean easily for any duration. Now I did investigate the "failed" saves, with no records out of the ordinary.. I suspect the scripts are fully present, but their function is just entirely borked. No unattached instances or any issues reported by the tool.

Well. looking back through the scripts. I believe the "BUT. In my case the "best left forgotten" part is also accompanied with sound effects and NPC reactions"

is not from the Shits, but the Fart blunder skit. Would trigger randomly when getting a PFA cell detach event. The on/off option for that is currently tied 

to the Lewd comment option in the CM MCM. Next update will separate those options. For now if you don't want that, turning off Lewd comment in

the CM MCM should stop that. Oh heck! I just seen I'm incorrectly checking against the MCM Lewd list for this. PFA will need an update

in order to shut fart blunder off. I might as well just add a new PFA option to directly shut it off!

 

The "best left forgotten" notification is not associated with CM or any other voiced feature, its just text that spits out when PFA cell

detach happens. "best left forgotten" mssg if happening a lot, like every cell you cross would be concerning.

(cells are generally small, Game loads and unloads cells in groups) but can be much larger in city's and interiors.

So to actually get the cell detach(unloaded) event you would have to cross many cells or through loading doors, and shouldn't happen too frequently!

 

The "Your stomach feels sick" bit as well is just a pre notification that effects happened that triggered the shits to set(if mcm is off, doesn't actually set)

Next PFA update fix's so only notifies if The shits actually set.

 

I'm still looking through stuff here as to what the heck could cause you to loose Paf/PFA funtionality. 

I'm centering this things related to Loading the game as it seems that's wear your having issues.

PFA uses GetFormFile function as a means to detect other mods, including CM.  just looking at it in the Ck wici https://ck.uesp.net/wiki/GetFormFromFile_-_Game

I see a Gamescript (requires1.6) Not sure, but that indicate 1.597 game version not compatible, witch is crazy because

the GetFormFromFile function existed long before AE did.

Even so, Mod detection may bork, but it wouldn't break PFA functionality as far as npc's paffing, adding actors and the such.

 

Does this effect the Player? 

 

 

Edited by Dg75
Posted

Updated to V1.2

Should fix the "You feel sick to your stomach" message. It won't display until after it checks against the MCM opt for the Shits.

Added Fart Blunder MCM option. Simple On/Off -requires the Lewd option found in the CM MCM to be on.

Added Immunity option. Here you can set number of days must go by before you can get sick again.  This has no effect on vampire's.

 I was getting sick a lot using Rnad's effects, so I decided to add the option.

Posted (edited)
11 hours ago, Dg75 said:

Well. looking back through the scripts. I believe the "BUT. In my case the "best left forgotten" part is also accompanied with sound effects and NPC reactions"

is not from the Shits, but the Fart blunder skit. Would trigger randomly when getting a PFA cell detach event. The on/off option for that is currently tied 

to the Lewd comment option in the CM MCM. Next update will separate those options. For now if you don't want that, turning off Lewd comment in

the CM MCM should stop that. Oh heck! I just seen I'm incorrectly checking against the MCM Lewd list for this. PFA will need an update

in order to shut fart blunder off. I might as well just add a new PFA option to directly shut it off!

 

The "best left forgotten" notification is not associated with CM or any other voiced feature, its just text that spits out when PFA cell

detach happens. "best left forgotten" mssg if happening a lot, like every cell you cross would be concerning.

(cells are generally small, Game loads and unloads cells in groups) but can be much larger in city's and interiors.

So to actually get the cell detach(unloaded) event you would have to cross many cells or through loading doors, and shouldn't happen too frequently!

 

The "Your stomach feels sick" bit as well is just a pre notification that effects happened that triggered the shits to set(if mcm is off, doesn't actually set)

Next PFA update fix's so only notifies if The shits actually set.

 

I'm still looking through stuff here as to what the heck could cause you to loose Paf/PFA funtionality. 

I'm centering this things related to Loading the game as it seems that's wear your having issues.

PFA uses GetFormFile function as a means to detect other mods, including CM.  just looking at it in the Ck wici https://ck.uesp.net/wiki/GetFormFromFile_-_Game

I see a Gamescript (requires1.6) Not sure, but that indicate 1.597 game version not compatible, witch is crazy because

the GetFormFromFile function existed long before AE did.

Even so, Mod detection may bork, but it wouldn't break PFA functionality as far as npc's paffing, adding actors and the such.

 

Does this effect the Player? 

 

 

I'm not saying the oddity is neccessarily with CM itself. Rather different scripts in conjunction misbehaving. There is still one variable without answer. If CM is not related to "best left forgotten" in any way. Then it's strange I never get the cell detach without CM installed. PAF 4.0 + PFA only. Passing dozens of cells, it never happens. Also an important thing to note.. These results are from before the patch you posted hours ago. While I think this might be a different issue, mostly unrelated to what was patched, it could be possible something would work differently now. Unfortunately I don't have the spare time to put into more testing right now.. Nevertheless:

 

Test #1 - New game. PAF 4.0 + PFA + CM installed from the start. Constant "best left forgotten"/ cell detach event. 
Test #2 - New game - PAF 4.0 + PFA - No CM. Not a single cell detach/ "Best left forgotten" no matter how many cells I went in and out of.
Test #3 - (The weirdest part) New game - PAF 4.0 + PFA.. And this part.. CM now installed in Mod Organizer, but it's .esp disabled. "best left forgotten" loop again alongside voice lines from "the shits" features on each cell change. I can't disable anything as the CM mod and it's MCM isn't even active. The .esp is still disabled. It is something else calling upon the scripts from the files which are simply inside Skyrim's folder.
Test #4 - New game - PAF 4.0 + PFA - No CM. Waited for PAF to initialize, then initialized PFA by sleeping, tested if everything works. Passed into other cells multiple times, tested many features successfully. No cell detach events, not a single "best left forgotten" message. Saved the game, attempted a reload to see if it still works. In case it did, I proceeded to THEN install CM and enable the .esp. Loaded in, to a still working save. I could now travel through cells and not a single cell detach/ "best left forgotten" happened. Full function of PFA and full function of CM. - (until the next save or the one after that when the good old game reload issue happened)

I retried each of these scenarios several times. Each step I just named, repeated and each time exactly the same result. I believe the cell detach even actually isn't repeating. I don't think it even is happening at those moments. It's rather something calling onto scripts in a wild fashion and "spamming" parts of different features.

Now let's take a look at the game versions. If I'm not mistaken with 1.6 and higher, chunks of the script system and papyrus itself underwent several changes. Quite a few mods require you to choose between 1.5.97 or 1.6+ . You noted one of the scripts used could be requiring 1.6+ ? I think this might be starting to look like the most likely culprit. I haven't had a mod malfunction like this. But I also never tried mods which were known to require 1.6+ and most mods of that kind also had a separate version with scripts accustomed to work for 1.5.97. build. Wonder if you found out more about this... Could very well be the core culprit of everything.

Both NPC and the player is affected. While NPC tracking dies, it doesn't for the player as that's handled by base PAF. Let's say I enable the bounty feature of PFA and set a bounty cap. Then I do something that should add a bounty. The trigger for that doesn't work. I drink a consumable from RNAD - the keywords don't get detected so they don't add bladder/bowels stage. Same with every other feature. Basically it acts as if you disabled PFA or didn't even have it installed to begin with after the breakpoint once reloading the save. I can open and interact with MCM, but it does nothing.

After that happens.. Here's some more test results:

#1 - Save, restart, load the save, see if function is restored. Mod was still "dead". No indications of anything unusual in Falrim.
#2 - Restart, load..  Just to be sure and for the sake of testing everything out, also reset PAF. Change cells.. etc. - Mod still dead.
#3 - Exit to the menu, start a new game (some more really odd stuff) - I now tried to leave into the menu. Starting a new game directly from there without restarting Skyrim. Oddly enough.. The mod remained broken from the start on a completely new game. Everything else works. Including base PAF 4.0. But the state of the PFA scripts and those only remained effectively dead until game restart. 

#4 New game again. Once again from the menu without restart. Mod remained dead again. Impossible to initialize, none of the functions responding. I could open the MCM, but again the settings didn't make a difference in the game.
#5 New game, same steps.. Same result.

Again I tested these several times with the same steps. Always the same result.

So the failure occurs within the engine itself and not just on a save file... So this in my opinion is starting to look more towards SKSE - Again I can safely rule out SKSE being corrupt or malfunctioning in any way.. The effects on my saves with the mods I'm running would be disastrous by now. So I'm leaning more towards the possibility of 1.6+ scripts being used and required.

Edited by snitch123
Posted

Thank you so much for putting in effort on one of my favorite mods! The shits doesn't seem to work for me, even if I install the comment manager and enable everything. I've tried installing RNAD to spam eat raw meat with 100% disease rate and it doesn't trigger. Even if I manually player.addspell the shits, it doesn't start up. Could you enable a setting that starts the shits through the MCM so it could be tested more thoroughly?

Posted (edited)
8 hours ago, Mothrafufu said:

Thank you so much for putting in effort on one of my favorite mods! The shits doesn't seem to work for me, even if I install the comment manager and enable everything. I've tried installing RNAD to spam eat raw meat with 100% disease rate and it doesn't trigger. Even if I manually player.addspell the shits, it doesn't start up. Could you enable a setting that starts the shits through the MCM so it could be tested more thoroughly?

Is slow to start at first. Had me thinking something was wrong too. I don't know why, but it just kinda happens when it does, then you'll wish it hadn't.

I added a Immune system to latest update. If set to 0, is no immunity. If set 1 or greater, you can still get sick, and only when you are cured does your

immunity start to reduce by 1 per PFA new day. If you wanting to get sick set your immunity to 0(or low). If using Rnad. Getting bit by wolves, and those big frickin

rats will normally do the trick. Or just about any kind of wild life for that matter, its normally the wolves or rats that get me. I rigged it so it don't take immediate

effect. Adventuring about or waking from sleep can make it take effect. If use you vanilla skyrim disease's, then you need to contract one of them so they show

up in your effect journal.(not tested, as I use Rnad, but still should be relatively the same.)

 

Calling the shits spell via console won't work. Or it might if you called the right one! IDK. The Shits spell is the effect that happens when you spray someone.

You may be looking for the PFA_PafSuperDumpSpell and needs called on Player. Not recommended! You should let the script handle things as they should so

they properly set you sick.

 

Edited by Dg75
Posted (edited)
14 minutes ago, Harry Smackmeat said:

The best left forgotten message constantly popping up when I travel is very annoying.  I don't even have any shit-related features enabled.

It doesn't have anything to do with shit features.  I just left the message in for now for testing, I can remove it next update!

If your getting sound effects and player/follower commenting when that annoying message displays.

That's the Fart Blunder. latest version v1.2, PFA MCM has an option to shut that off.

Edited by Dg75
Posted (edited)
22 hours ago, snitch123 said:

I'm not saying the oddity is neccessarily with CM itself. Rather different scripts in conjunction misbehaving. There is still one variable without answer. If CM is not related to "best left forgotten" in any way. Then it's strange I never get the cell detach without CM installed. PAF 4.0 + PFA only. Passing dozens of cells, it never happens. Also an important thing to note.. These results are from before the patch you posted hours ago. While I think this might be a different issue, mostly unrelated to what was patched, it could be possible something would work differently now. Unfortunately I don't have the spare time to put into more testing right now.. Nevertheless:

 

Test #1 - New game. PAF 4.0 + PFA + CM installed from the start. Constant "best left forgotten"/ cell detach event. 
Test #2 - New game - PAF 4.0 + PFA - No CM. Not a single cell detach/ "Best left forgotten" no matter how many cells I went in and out of.
Test #3 - (The weirdest part) New game - PAF 4.0 + PFA.. And this part.. CM now installed in Mod Organizer, but it's .esp disabled. "best left forgotten" loop again alongside voice lines from "the shits" features on each cell change. I can't disable anything as the CM mod and it's MCM isn't even active. The .esp is still disabled. It is something else calling upon the scripts from the files which are simply inside Skyrim's folder.
Test #4 - New game - PAF 4.0 + PFA - No CM. Waited for PAF to initialize, then initialized PFA by sleeping, tested if everything works. Passed into other cells multiple times, tested many features successfully. No cell detach events, not a single "best left forgotten" message. Saved the game, attempted a reload to see if it still works. In case it did, I proceeded to THEN install CM and enable the .esp. Loaded in, to a still working save. I could now travel through cells and not a single cell detach/ "best left forgotten" happened. Full function of PFA and full function of CM. - (until the next save or the one after that when the good old game reload issue happened)

I retried each of these scenarios several times. Each step I just named, repeated and each time exactly the same result. I believe the cell detach even actually isn't repeating. I don't think it even is happening at those moments. It's rather something calling onto scripts in a wild fashion and "spamming" parts of different features.

Now let's take a look at the game versions. If I'm not mistaken with 1.6 and higher, chunks of the script system and papyrus itself underwent several changes. Quite a few mods require you to choose between 1.5.97 or 1.6+ . You noted one of the scripts used could be requiring 1.6+ ? I think this might be starting to look like the most likely culprit. I haven't had a mod malfunction like this. But I also never tried mods which were known to require 1.6+ and most mods of that kind also had a separate version with scripts accustomed to work for 1.5.97. build. Wonder if you found out more about this... Could very well be the core culprit of everything.

Both NPC and the player is affected. While NPC tracking dies, it doesn't for the player as that's handled by base PAF. Let's say I enable the bounty feature of PFA and set a bounty cap. Then I do something that should add a bounty. The trigger for that doesn't work. I drink a consumable from RNAD - the keywords don't get detected so they don't add bladder/bowels stage. Same with every other feature. Basically it acts as if you disabled PFA or didn't even have it installed to begin with after the breakpoint once reloading the save. I can open and interact with MCM, but it does nothing.

After that happens.. Here's some more test results:

#1 - Save, restart, load the save, see if function is restored. Mod was still "dead". No indications of anything unusual in Falrim.
#2 - Restart, load..  Just to be sure and for the sake of testing everything out, also reset PAF. Change cells.. etc. - Mod still dead.
#3 - Exit to the menu, start a new game (some more really odd stuff) - I now tried to leave into the menu. Starting a new game directly from there without restarting Skyrim. Oddly enough.. The mod remained broken from the start on a completely new game. Everything else works. Including base PAF 4.0. But the state of the PFA scripts and those only remained effectively dead until game restart. 

#4 New game again. Once again from the menu without restart. Mod remained dead again. Impossible to initialize, none of the functions responding. I could open the MCM, but again the settings didn't make a difference in the game.
#5 New game, same steps.. Same result.

Again I tested these several times with the same steps. Always the same result.

So the failure occurs within the engine itself and not just on a save file... So this in my opinion is starting to look more towards SKSE - Again I can safely rule out SKSE being corrupt or malfunctioning in any way.. The effects on my saves with the mods I'm running would be disastrous by now. So I'm leaning more towards the possibility of 1.6+ scripts being used and required.

Well either your skyrim v1.5.97 hates PFA. As far I know nobody else is having issues as you are. LOL if anybody is then speak up! Or I borked PAF!

Only other thing to try. Move PFA way down in your load order. I don't know exactly how GetFormFromFile runs its detection. I assume it starts at the top

and scans forms until it finds the first match its looking for. Will it find it if that mod isn't fully loaded? Maybe sometimes it dose and sometimes it don't.

Try moving PFA to your last loaders like just above dynodolad or something, Just for the sake of trying!

 

The issue your getting from CM, I think is related to GetFormFromFile not finding it. It will look every time you load the game to see if its still their,

and the same goes for any other mod it looks. Even if PFA found it initially, and things work. On save and reload it checks again, but fails to 

see it this time around for some reason.

 

As far as your Paf functionality, this not tied in any way to GetFormFromFile which is just mod detection when you load your game.

and will use those mods features if they were found.

It sure seems to me that if your follower states are breaking, can't add actors..Paf breaks... Or whatever.

Its like your loosing a fundamental property I set in the esp. GameDaysPassed global. Its used to reference time, and is the center of

not only PFA but PAF as well, tracking follower paf states. PFA also uses it as a failsafe I mentioned earlier, if the PAFLocked  is locked

for too long PFA Unlocks it.

Except PAF used the function call Game.GetCurrentGameTime, Its the same thing but slower than calling

on the Global directly.  So I set the property.  If somehow that property breaks(Unheard of, I never seen one break once they were set) 

Then Follower states will cease to update, and Pafs(not PFA's)  -lockedactors can get stuck witch would prevent adding actors or pretty much

anything. PFA's PAFLock is a lock I place on Paf's lockedactor  untill all followers are done paffing witch then set lockedactors false.

That is the only thing I know of that could cause the issues your getting. And this (maybe) could be related to outdated Game code!

Or some kind of memory dump!

Man but don't let me lead you astray on that! I'm know expert their! Just what it seems!

 

Edited by Dg75
Posted (edited)
15 hours ago, Dg75 said:

Well either your skyrim v1.5.97 hates PFA. As far I know nobody else is having issues as you are. LOL if anybody is then speak up! Or I borked PAF!

Only other thing to try. Move PFA way down in your load order. I don't know exactly how GetFormFromFile runs its detection. I assume it starts at the top

and scans forms until it finds the first match its looking for. Will it find it if that mod isn't fully loaded? Maybe sometimes it dose and sometimes it don't.

Try moving PFA to your last loaders like just above dynodolad or something, Just for the sake of trying!

 

The issue your getting from CM, I think is related to GetFormFromFile not finding it. It will look every time you load the game to see if its still their,

and the same goes for any other mod it looks. Even if PFA found it initially, and things work. On save and reload it checks again, but fails to 

see it this time around for some reason.

 

As far as your Paf functionality, this not tied in any way to GetFormFromFile which is just mod detection when you load your game.

and will use those mods features if they were found.

It sure seems to me that if your follower states are breaking, can't add actors..Paf breaks... Or whatever.

Its like your loosing a fundamental property I set in the esp. GameDaysPassed global. Its used to reference time, and is the center of

not only PFA but PAF as well, tracking follower paf states. PFA also uses it as a failsafe I mentioned earlier, if the PAFLocked  is locked

for too long PFA Unlocks it.

Except PAF used the function call Game.GetCurrentGameTime, Its the same thing but slower than calling

on the Global directly.  So I set the property.  If somehow that property breaks(Unheard of, I never seen one break once they were set) 

Then Follower states will cease to update, and Pafs(not PFA's)  -lockedactors can get stuck witch would prevent adding actors or pretty much

anything. PFA's PAFLock is a lock I place on Paf's lockedactor  untill all followers are done paffing witch then set lockedactors false.

That is the only thing I know of that could cause the issues your getting. And this (maybe) could be related to outdated Game code!

Or some kind of memory dump!

Man but don't let me lead you astray on that! I'm know expert their! Just what it seems!

 

Finally a crash ! (not something I'd be normally happy about 😁) and a new log with that...
Notice however, the line is a bit shorter than the first one I posted.


"warning: Mismatched types assigning to variable named \"_configID\" - assigning None\nstack:\n\t[PFA_MCM (C500FB29)].pfa_pafmcm.OnConfigManagerReady() - \"SKI_ConfigBase.psc\" Line ?"
 

I also searched out PFA's scripts with Falrim on a before the fail save file and after fail save file. They remain the same and still under "active". No changes in anything related to the plugin.

 

This time, not only I placed PFA at the absolute end of the load order, I also disabled Dyndolod and a bunch of mods I even remotely suspected before starting a new game for a quick test run.

 

Honestly ? Running out of ideas. That and I barely have all that much time to put into deeper tests at the moment. I'm rather posting this one in-case there is anything that could help in updates or possibly some rogue script still.. Could be my game version, could be all sorts of things. I'd rather not waste any more of your time. Can't really provide any new information about this anyway. I keep finding nothing. Glad at least some of the feedback was useful though. Perhaps I'll figure it out (or find something new) when I run a test here and there and maybe in time someone else will run into these or other similar issues and brings some new information to this. Would be cool if someone here is running 1.5.97. and could also do some testing...

Edited by snitch123
Posted
4 hours ago, snitch123 said:

Finally a crash ! (not something I'd be normally happy about 😁) and a new log with that...
Notice however, the line is a bit shorter than the first one I posted.


"warning: Mismatched types assigning to variable named \"_configID\" - assigning None\nstack:\n\t[PFA_MCM (C500FB29)].pfa_pafmcm.OnConfigManagerReady() - \"SKI_ConfigBase.psc\" Line ?"
 

I also searched out PFA's scripts with Falrim on a before the fail save file and after fail save file. They remain the same and still under "active". No changes in anything related to the plugin.

 

This time, not only I placed PFA at the absolute end of the load order, I also disabled Dyndolod and a bunch of mods I even remotely suspected before starting a new game for a quick test run.

 

Honestly ? Running out of ideas. That and I barely have all that much time to put into deeper tests at the moment. I'm rather posting this one in-case there is anything that could help in updates or possibly some rogue script still.. Could be my game version, could be all sorts of things. I'd rather not waste any more of your time. Can't really provide any new information about this anyway. I keep finding nothing. Glad at least some of the feedback was useful though. Perhaps I'll figure it out (or find something new) when I run a test here and there and maybe in time someone else will run into these or other similar issues and brings some new information to this. Would be cool if someone here is running 1.5.97. and could also do some testing...

 You helped out more than you know. I really do appreciate that.  Safe bet to say that 1.5.97 is not  compatible with the PFA. I really should have done

a little more research on it, would've saved you heartache! So my apologies their.

 

Anyways I could maybe make alt version that didn't use the GetFormFromFile, calling on it is breaking things for you! It would have to be restructured a bit.

Problem is I have know idea if that would really fix your issue.  I would probably need to see enough folks still on the old1.5.97 version,

that would support you in convincing me to try.

LOL! So far its just you man! Better recommendation is you should make the update, Your missing out on all the fun!

 

Posted

Ohhh, it is not fully compatible with 1.5.97! That would likely explain my problems with the shits. I would mark in the compatibility section that the mod is half-functioning on SE. I'm gonna reinstall my stuff on AE and see if my issues stated previously resolve.

Posted

This doesn't work well with 1.5.97?  Damn, I'm out then.  I'll definitely be following this mod but I think I'm rerolling without it tonight before I commit to a playthrough and run into problems.

 

I did enable the shits for a laugh, shits and giggles if you will, and it seemed to work just fine but I have no idea how tf I got the shits walking around in the snow.  Immediately turned it off though because that got old very fast.  I'm not the best tester, I know.

Posted
On 2/20/2024 at 11:42 PM, Dg75 said:

 You helped out more than you know. I really do appreciate that.  Safe bet to say that 1.5.97 is not  compatible with the PFA. I really should have done

a little more research on it, would've saved you heartache! So my apologies their.

 

Anyways I could maybe make alt version that didn't use the GetFormFromFile, calling on it is breaking things for you! It would have to be restructured a bit.

Problem is I have know idea if that would really fix your issue.  I would probably need to see enough folks still on the old1.5.97 version,

that would support you in convincing me to try.

LOL! So far its just you man! Better recommendation is you should make the update, Your missing out on all the fun!

 

Glad to hear that. It's good to see PAF moving forward like this. Whether an update from Trog or an addon. It much needed it for years now. Would be a waste if it just died.


Anyway... Found some time, and one afternoon later, lots of cussing and quite a bit of coffee...
I am now running my setup on 1.6.640 successfully. Seems like the 640 is the most stable version for mods of AE for now. I was going to upgrade to AE at some point anyway. Better now after I already went digging around through everything and I still remembered what needed updates and other changes. And with that I'm now finally able to run PFA properly.
Seems to work as it should so far. Didn't really have time left to actually play for long, but from what time I had with it, I would've long run into issues if I was still on 1.5.97 by that point. So indeed, it confirms even more that it's 1.5.97. not playing along well...

 

CM was still spamming "best left forgotten" but no longer set off "the shits" feature randomly and I think after a while it stopped. Outside of that, worked perfectly in all ways anyway.

Well... Looks like I can commit the mod to a save now finally 😄
So if anything new comes up on the properly working version, I'll let you know. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...