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PAF Fixes and Addons


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Posted

install this makes both pressure wont increase

i make a new save without this mod,then the paf works right(i didnt change any other mods except this mod)

i checked the reply before,but i cant delete fins which i used with nemesis togethe(fins update creature and nemesis update human)

thx for your work but sadly i cant use this, and it can't unstall at mid save

Posted

Hello 👋...long time, no see.

 

I recently started playing Skyrim again, I installed the MASTERSTROKE modlist (Its a Wabberjack list, i was too lazy....), and added PAF and the fixes to this list. Everything seems to be working ok, actors are being tracked, comments are present etc. BUT one funny thing happens all the time and i think it's related to this mod.

 

Whenever I'm using some crafting station, be it the cooking pot or the grind stone or whatever station, when leaving it my PC farts....even when sitting somewhere and standing up....farts...it's so emberassing.

 

So do you have any idea what causes this?

 

If you want i could post my mod- and plugins list

Posted
20 hours ago, Dg75 said:

in the mcm. under the check version section. if it reads-

"Comment Manager not found. If Comment Manager first installed or new game you must sleep first to get it initialized."

then the Paf PlayerAlias script is failing it when loading the game. The only way it can fail is if the version check for comment manager is incorrect.

It wants a 3.0 + version. This checks on a Global variable DAG_BWVersion should have a value of 3.00 as I haven't updated the global since then

Check the Global in either xedit. or load the game and open console ~ I think the command is-  GetGlobalValue DAG_BWVersion 

Do not try to alter the value. Its a read only.  Or if you haven't slept it would read the above, but as you indicated you've slept so 

gotta have the incorrect CM. Make sure you didn't download and install the one from LL. the CM.esp is packed in with the voicePackMain

Make sure nothing over wrights Paf PlayerAlias script except for PFA.

Let me know either way

 

Again, thanks for responding.

I redownloaded the voice-pack just to be sure, then tried the command, and it says '3.06'.

 

also, Pee and Fart says its ready and working, but my character hasn't any bladder or bowel pressure at all. 

I redownloaded sexlab, Pee and Fart, PAF addons, and the voice pack, and have not been able to do anything with paf addons, or pee and fart. i ran nemesis as well after trying running FNIS.

 

how do i check the Paf PlayerAlias script?

 

Thanks again, this is legit one of my favorite mods

Posted (edited)
4 hours ago, wantmesomemods said:

 

Again, thanks for responding.

I redownloaded the voice-pack just to be sure, then tried the command, and it says '3.06'.

 

also, Pee and Fart says its ready and working, but my character hasn't any bladder or bowel pressure at all. 

I redownloaded sexlab, Pee and Fart, PAF addons, and the voice pack, and have not been able to do anything with paf addons, or pee and fart. i ran nemesis as well after trying running FNIS.

 

how do i check the Paf PlayerAlias script?

 

Thanks again, this is legit one of my favorite mods

Funny @CrumleQuin in above posts mentions no pressure increases. I assume he meant bladder.  Other mods like sexlab, fnis and what nots wont have anything

to do with Pee and fart mod or PFA not increasing pressure. That happens for the Player PafMainQuest script and NPC followers in the PafNPCQuest script, 

and they both rely Solley on their own OnUpDate events  Both have their own variables that if somehow gotten stuck they could prevent the Update event from well updating their pressure states.  You could try to reset Pee and Fart Mod in its mcm,

this would reset those vars and re-register the Update events. Note on new games Pee and fart initial start up 

is dependent on Pee and fart mcm being loaded and registered with SkyUi - then and only then will it send for the Player/NPC scripts

to get set up and registered to receive their updates. SO if having issues with Paf mcm could be pragmatic

better- try resetting PFA in its mcm, that will also reset those variables without having to reset the entire PAF mod.

 

as far as CM.. vs 3.0.6 is good. as far the check goes.

SO if not that either OnSleep event not getting the event to initialize it IDK I'll look at it and see

what else could cause foobar. If Pfa MCM says Comment Manager found then its good. If not working -

check Comment Manager MCM and make sure its turned on. if its on try toggling off -exit mcm - reenter and turn On.

Else - Sounds to me like your skyrim hates getting events.

 

What game version are you running ?  and if lower that 11.30 are you using Bees mod ? 

Edited by Dg75
Posted
11 hours ago, Battlestar1965 said:

Hello 👋...long time, no see.

 

I recently started playing Skyrim again, I installed the MASTERSTROKE modlist (Its a Wabberjack list, i was too lazy....), and added PAF and the fixes to this list. Everything seems to be working ok, actors are being tracked, comments are present etc. BUT one funny thing happens all the time and i think it's related to this mod.

 

Whenever I'm using some crafting station, be it the cooking pot or the grind stone or whatever station, when leaving it my PC farts....even when sitting somewhere and standing up....farts...it's so emberassing.

 

So do you have any idea what causes this?

 

If you want i could post my mod- and plugins list

Oops! yeah its pfa. I added a test skit for the onsit OnGetUp events when I was testing fart sounds. I think forgot to shut this off.

Sorry bout that!  I'll get a update fix for it up pronto...

Posted (edited)

My followers do not strip when going during Dooty Break. Is that expected? I'm using NFF with standard/town/home outfits, if it matters. (My player character does strip.)

Edited by fleckso
Posted
1 hour ago, fleckso said:

My followers do not strip when going during Dooty Break. Is that expected? I'm using NFF with standard/town/home outfits, if it matters. (My player character does strip.)

yeah i didn't stripp m because you cant see them anyways. Their in a outhouse, unless your peeping ???

adding a strip here may be awkward because i'd have to be able to tell exactly the time when their inside the shitter and jus

well I could just strip maybe a little slot 32,49 or 52..  I'll look into it.

Posted
8 hours ago, Dg75 said:

Oops! yeah its pfa. I added a test skit for the onsit OnGetUp events when I was testing fart sounds. I think forgot to shut this off.

Sorry bout that!  I'll get a update fix for it up pronto...

No need to say "sorry". I'm happy that you are working on this mod and improving everything. Thank You

Posted
20 hours ago, Dg75 said:

Oops! yeah its pfa. I added a test skit for the onsit OnGetUp events when I was testing fart sounds. I think forgot to shut this off.

Sorry bout that!  I'll get a update fix for it up pronto...

I notice this happen with SkyClimb/SkyParkour - my character tends to fart while climbing things. Which is so hilarious I'm not sure that I want you to fix it. 🤣

Posted (edited)
20 hours ago, Dg75 said:

yeah i didn't stripp m because you cant see them anyways. Their in a outhouse, unless your peeping ???

adding a strip here may be awkward because i'd have to be able to tell exactly the time when their inside the shitter and jus

well I could just strip maybe a little slot 32,49 or 52..  I'll look into it.

I appreciate your reply! I'd like to bring up something a little more pressing.

 

I have been using PAF in my game for a day and this has happened three times: I and my followers all have to go. I go, and Dooty Break starts. The first follower goes successfully. When they are done, the second and third followers just stand there.


I'm not sure what prevented them from going. I have a theory but it's kind of immaterial. Something prevented them from going. If I try to sit in the outhouse again to restart Dooty Break, I get the message "Furniture unknown" from PAF_PlayerAliasScript.psc line 470. (I had uncommented your debug output and recompiled earlier while figuring out a different problem.)

 

If I wait a minute or two and then sit in the outhouse again, Dooty Break starts successfully.

 

This doesn't always happens, but it happens enough that I don't look forward to taking my followers to the bathroom.

 

So, my ask is this:

 

Can Dooty Break have an explicit on/off switch? Something like: target a furniture that has PFA_PafDootyBreakKeyword, push a button/cast a spell/whatever, and Dooty Break starts. If no one has to go, print a message saying so and abort. If the button is pushed during Dooty Break, then it ends prematurely, letting you escape a bugged state, like the ones I had. (And maybe other situations too, e.g. I'm not sure what would happen if you're attacked while doing the business.)

 

I realize this may be asking a lot, but I ask because I feel like this family of mods adds quite a lot of overhead:

  • It takes a long time for three followers to do their business. It takes even longer if something goes wrong, like a bugged state, or forgetting to un-relax the followers before starting Dooty Break.
  • While it's fantastic that Dooty places toilets all over Skyrim, they don't have the most immersive placements, especially with city overhauls. Which is no problem, I'm more than happy to use Object Manipulation Overhaul to move them to more appropriate locations. But this has to be done almost every time I visit a location for the first time - very time consuming.
  • While it's awesome that PAF lets you place new toilets in the world, it's extremely difficult to place them correctly unless the terrain is perfectly flat (and even then...) While you can move outhouses with OMO, it would appear that the doors on PAF's outhouses cannot be moved. So, you need to get the placement just right on the first try, which usually involves loading a quick save a dozen times.
  • The PAF mods are extremely complicated, I think. They do a ton of stuff. It takes a fair amount of trial and error to figure out what the many features do exactly, which ones will fit into your playthrough, and which ones are better off disabled.
  • Activating Dooty Break by sitting on the toilet and standing back up is not immersive if you yourself do not have to go. It seems like a button or spell would be more natural and expedient.

PAF is essentially a survival mod. I use it with SunHelm and Bathing in Skyrim for a more immersive experience. I have to hunt or buy food, prepare and eat it (and drink) multiple times per day, refill my water bottles at least once per day, bathe every day, convince my followers to bathe every day, place bedrolls for followers to sleep in if we're not at home, remember to pick them back up in the morning, worry about warm clothing, walk or ride a horse everywhere, and so on, in addition to whatever time commitment PAF asks of me.

 

Survival mods add upkeep that make the experience more convincing, but with too much upkeep, they become a slog. PAF is really walking that line for me. I can accept many things, but I can't withstand a finicky Dooty Break. (What a sentence. 🤣) It's something that we have to do every day, multiple times per day, for every follower in the party, so I feel like it should be as reliable and streamlined as possible.

 

What do you think? Perhaps I'm making it seem harder than it actually is once you have a feel for things, or maybe there are solutions that I've overlooked?

 

Respectfully, thank you for your hard work, and for listening. 😄

Edited by fleckso
Posted
3 hours ago, fleckso said:

I appreciate your reply! I'd like to bring up something a little more pressing.

 

I have been using PAF in my game for a day and this has happened three times: I and my followers all have to go. I go, and Dooty Break starts. The first follower goes successfully. When they are done, the second and third followers just stand there.


I'm not sure what prevented them from going. I have a theory but it's kind of immaterial. Something prevented them from going. If I try to sit in the outhouse again to restart Dooty Break, I get the message "Furniture unknown" from PAF_PlayerAliasScript.psc line 470. (I had uncommented your debug output and recompiled earlier while figuring out a different problem.)

 

If I wait a minute or two and then sit in the outhouse again, Dooty Break starts successfully.

 

This doesn't always happens, but it happens enough that I don't look forward to taking my followers to the bathroom.

 

So, my ask is this:

 

Can Dooty Break have an explicit on/off switch? Something like: target a furniture that has PFA_PafDootyBreakKeyword, push a button/cast a spell/whatever, and Dooty Break starts. If no one has to go, print a message saying so and abort. If the button is pushed during Dooty Break, then it ends prematurely, letting you escape a bugged state, like the ones I had. (And maybe other situations too, e.g. I'm not sure what would happen if you're attacked while doing the business.)

 

I realize this may be asking a lot, but I ask because I feel like this family of mods adds quite a lot of overhead:

  • It takes a long time for three followers to do their business. It takes even longer if something goes wrong, like a bugged state, or forgetting to un-relax the followers before starting Dooty Break.
  • While it's fantastic that Dooty places toilets all over Skyrim, they don't have the most immersive placements, especially with city overhauls. Which is no problem, I'm more than happy to use Object Manipulation Overhaul to move them to more appropriate locations. But this has to be done almost every time I visit a location for the first time - very time consuming.
  • While it's awesome that PAF lets you place new toilets in the world, it's extremely difficult to place them correctly unless the terrain is perfectly flat (and even then...) While you can move outhouses with OMO, it would appear that the doors on PAF's outhouses cannot be moved. So, you need to get the placement just right on the first try, which usually involves loading a quick save a dozen times.
  • The PAF mods are extremely complicated, I think. They do a ton of stuff. It takes a fair amount of trial and error to figure out what the many features do exactly, which ones will fit into your playthrough, and which ones are better off disabled.
  • Activating Dooty Break by sitting on the toilet and standing back up is not immersive if you yourself do not have to go. It seems like a button or spell would be more natural and expedient.

PAF is essentially a survival mod. I use it with SunHelm and Bathing in Skyrim for a more immersive experience. I have to hunt or buy food, prepare and eat it (and drink) multiple times per day, refill my water bottles at least once per day, bathe every day, convince my followers to bathe every day, place bedrolls for followers to sleep in if we're not at home, remember to pick them back up in the morning, worry about warm clothing, walk or ride a horse everywhere, and so on, in addition to whatever time commitment PAF asks of me.

 

Survival mods add upkeep that make the experience more convincing, but with too much upkeep, they become a slog. PAF is really walking that line for me. I can accept many things, but I can't withstand a finicky Dooty Break. (What a sentence. 🤣) It's something that we have to do every day, multiple times per day, for every follower in the party, so I feel like it should be as reliable and streamlined as possible.

 

What do you think? Perhaps I'm making it seem harder than it actually is once you have a feel for things, or maybe there are solutions that I've overlooked?

 

Respectfully, thank you for your hard work, and for listening. 😄

Its happened to me as well. When dootybreaking the first follower went just fine, but the second or third got stuck and never pathed. 

I fixed it on my end, but forgot to mark what I did. So im rootin arround trying to figure out what I did. But I can say I haven't had this issue since.

I'll get back with you on that... Dooty Break is a secondary option in the mcm and can be shut on/off at any time. The other option next to it FollowerDooty 

doesn't need DootyBreak option, and Followers will dynamically path to Dooty house as if it was a paf tracked outhouse. 

 

Posted (edited)

Hi, I have a small suggestion for the next version.  I noticed that when wearing an armbinder, but being naked (I mean, my character was wearing a DD corset but nothing to cover its crotch), your mod will still prevent peeing, as it considers you can't remove your clothes.  Could this restriction be lifted when naked or pseudo-naked ?

Edited by mangalo
Posted (edited)
14 hours ago, mangalo said:

Hi, I have a small suggestion for the next version.  I noticed that when wearing an armbinder, but being naked (I mean, my character was wearing a DD corset but nothing to cover its crotch), your mod will still prevent peeing, as it considers you can't remove your clothes.  Could this restriction be lifted when naked or pseudo-naked ?

Yes. I could have it check against the CheckWorn(Actor a_actor)  function. This will check slot 52 and slot 49 - outer and inner pelvis area, but also 

it will check PFA_Paf_CustomWornList a formlist that users can add armor to in PFA's mcm. I originally created this function to determine if wearing pants or 

undies to deter the spawning of poop falling from britches, but could serve same purpose here. e.g. 

 

CheckWorn(Actor a_actor)

 

;snipet from Paf's Pee function 


        if  PAF_DDQuest.HasArmbinder(PlayerREF) && (!PFA_MCM.PFAWorn() || (CheckWorn(PlayerREF) || PAF_DDQuest.HasDeviousBelt(Actor a_actor)))  

                                 ;here is your culprit. - adding CheckWorn should fix it
            DisplayMessage("Your arms are locked. You have no means to undress yourself")
            return -1
        endif

       ;;;;;;;;end snipet;;;;;;;;

 

     ;;;;If the PFAWorn mcm is disabled it ignores any further checks and returns -1 or no pee idle

         else 

        if you are not wearing anything on PFA's custom list and you are not wearing anything on 
        slot 52(SOS or futa returns a false) and not wearing slot 49 then the pee idle skips this 
        return and it plays as normal. also checks if its a chasity and weather or not is has cut out hole.


        Problem is running the idle with armbinder, will probably temporarily or worse
        disrupt the arms being locked - Unless their be in existence an Idle made explicitly pee with armbinder ?

       its for this same reason Trognog(Paf) had the pressure animations not run if armbinder was detected.

      although PFA(me) - after browsing the script see that I had for some reason

      removed that check - probably out of mistake and probably need to re add it. Unless anyone totally objects !!

       

Have you ran the pee.poop idles with armbinders - does it break anything ?

Edited by Dg75
Posted (edited)
On 11/12/2024 at 5:17 PM, fleckso said:

I appreciate your reply! I'd like to bring up something a little more pressing.

 

I have been using PAF in my game for a day and this has happened three times: I and my followers all have to go. I go, and Dooty Break starts. The first follower goes successfully. When they are done, the second and third followers just stand there.


I'm not sure what prevented them from going. I have a theory but it's kind of immaterial. Something prevented them from going. If I try to sit in the outhouse again to restart Dooty Break, I get the message "Furniture unknown" from PAF_PlayerAliasScript.psc line 470. (I had uncommented your debug output and recompiled earlier while figuring out a different problem.)

 

If I wait a minute or two and then sit in the outhouse again, Dooty Break starts successfully.

 

This doesn't always happens, but it happens enough that I don't look forward to taking my followers to the bathroom.

 

So, my ask is this:

 

Can Dooty Break have an explicit on/off switch? Something like: target a furniture that has PFA_PafDootyBreakKeyword, push a button/cast a spell/whatever, and Dooty Break starts. If no one has to go, print a message saying so and abort. If the button is pushed during Dooty Break, then it ends prematurely, letting you escape a bugged state, like the ones I had. (And maybe other situations too, e.g. I'm not sure what would happen if you're attacked while doing the business.)

 

I realize this may be asking a lot, but I ask because I feel like this family of mods adds quite a lot of overhead:

  • It takes a long time for three followers to do their business. It takes even longer if something goes wrong, like a bugged state, or forgetting to un-relax the followers before starting Dooty Break.
  • While it's fantastic that Dooty places toilets all over Skyrim, they don't have the most immersive placements, especially with city overhauls. Which is no problem, I'm more than happy to use Object Manipulation Overhaul to move them to more appropriate locations. But this has to be done almost every time I visit a location for the first time - very time consuming.
  • While it's awesome that PAF lets you place new toilets in the world, it's extremely difficult to place them correctly unless the terrain is perfectly flat (and even then...) While you can move outhouses with OMO, it would appear that the doors on PAF's outhouses cannot be moved. So, you need to get the placement just right on the first try, which usually involves loading a quick save a dozen times.
  • The PAF mods are extremely complicated, I think. They do a ton of stuff. It takes a fair amount of trial and error to figure out what the many features do exactly, which ones will fit into your playthrough, and which ones are better off disabled.
  • Activating Dooty Break by sitting on the toilet and standing back up is not immersive if you yourself do not have to go. It seems like a button or spell would be more natural and expedient.

PAF is essentially a survival mod. I use it with SunHelm and Bathing in Skyrim for a more immersive experience. I have to hunt or buy food, prepare and eat it (and drink) multiple times per day, refill my water bottles at least once per day, bathe every day, convince my followers to bathe every day, place bedrolls for followers to sleep in if we're not at home, remember to pick them back up in the morning, worry about warm clothing, walk or ride a horse everywhere, and so on, in addition to whatever time commitment PAF asks of me.

 

Survival mods add upkeep that make the experience more convincing, but with too much upkeep, they become a slog. PAF is really walking that line for me. I can accept many things, but I can't withstand a finicky Dooty Break. (What a sentence. 🤣) It's something that we have to do every day, multiple times per day, for every follower in the party, so I feel like it should be as reliable and streamlined as possible.

 

What do you think? Perhaps I'm making it seem harder than it actually is once you have a feel for things, or maybe there are solutions that I've overlooked?

 

Respectfully, thank you for your hard work, and for listening. 😄

I could add a Keybind, this should enable better user control. But I would have to find a means to blindly aquire the DootyHouse Ref id

    thats why I rigged it with Player sitting and getting up as the OnGetUp() native event sends the script that needed ref ID

    I suppose I could use crosshairs, and if HasKeyWord pfadootybreak - and of course if you keyed down - would work..

    and maybe keep the MCM opt just for the OnGetUp() .. I'll add it to this coming update - soon

 

That bug - no pathing bug for the DootyBrak - the one I forgot to mark . It was a conflict I was getting if when sitting to Dootybreak 

  and same exact time PAF_NPCScript was ticking  a follower to go off searching for a commode. in essence the two scripts got cossed up..

I added  a Check in the last update that should prevent this.

 

Event OnSit(ObjectReference akFurniture)
    DootyHouse = None
    if  akFurniture && akFurniture.HasKeyword(PFA_PafDootyBreakKeyword) && PAF_NPCQuest.Get_actorIndex() >= 1 && PAF_NPCQuest.PFA_PafLock.GetValue() == 0 && PFA_MCM.GetDootyBreak()
        if  PlayerRef.HasMagicEffect(PFA_PafDootyBreakMGEF)
            Return
        endif

 

;Both the PFAPafLock - if has any value > 0 then a follower function is busy with that many actors. 

  ;and the HasMagicEffect check I added because the player upon re sitting was getting

DootyBreak even more foobared re -launching the script. I think ...

this should have been fixed in PFA 3.4.0, but I guess you are still having issues?

Edited by Dg75
Posted (edited)
On 11/11/2024 at 6:23 PM, Dg75 said:

Funny @CrumleQuin in above posts mentions no pressure increases. I assume he meant bladder.  Other mods like sexlab, fnis and what nots wont have anything

to do with Pee and fart mod or PFA not increasing pressure. That happens for the Player PafMainQuest script and NPC followers in the PafNPCQuest script, 

and they both rely Solley on their own OnUpDate events  Both have their own variables that if somehow gotten stuck they could prevent the Update event from well updating their pressure states.  You could try to reset Pee and Fart Mod in its mcm,

this would reset those vars and re-register the Update events. Note on new games Pee and fart initial start up 

is dependent on Pee and fart mcm being loaded and registered with SkyUi - then and only then will it send for the Player/NPC scripts

to get set up and registered to receive their updates. SO if having issues with Paf mcm could be pragmatic

better- try resetting PFA in its mcm, that will also reset those variables without having to reset the entire PAF mod.

 

as far as CM.. vs 3.0.6 is good. as far the check goes.

SO if not that either OnSleep event not getting the event to initialize it IDK I'll look at it and see

what else could cause foobar. If Pfa MCM says Comment Manager found then its good. If not working -

check Comment Manager MCM and make sure its turned on. if its on try toggling off -exit mcm - reenter and turn On.

Else - Sounds to me like your skyrim hates getting events.

 

What game version are you running ?  and if lower that 11.30 are you using Bees mod ? 

 

thanks again, 

 

Im running 1.6.1170

 

also I got it to work, after a full reinstall, but now Ive gotten blunder to work, but comments on nudity or dirtiness don't occur.  I turned on the real-time updates (I forget what you titled it in the MCM), and every time I reset, it says "Event Update failed Main. Non location or Player is paffing or PAF MCM tracking options are off."

Idk what tracking option to look for.

 

Also, I guess the frequent "Setting NecksBitten" message is unrelated?

Edited by wantmesomemods
Posted (edited)
8 hours ago, wantmesomemods said:

 

thanks again, 

 

Im running 1.6.1170

 

also I got it to work, after a full reinstall, but now Ive gotten blunder to work, but comments on nudity or dirtiness don't occur.  I turned on the real-time updates (I forget what you titled it in the MCM), and every time I reset, it says "Event Update failed Main. Non location or Player is paffing or PAF MCM tracking options are off."

Idk what tracking option to look for.

 

Also, I guess the frequent "Setting NecksBitten" message is unrelated?

Just to add to this....I had this "Setting NecksBitten" message very often myself (What does it even mean? NecksBitten makes me think about vampires....). I turned on the debug messages, when i recognised that non of the kink options worked, although they have worked before. At the moment i have uninstalled PAF plus the fixes addon, but will try again soon.

Edited by Battlestar1965
Posted

what meaning is 'you are not ready to do that now'

after reinstall someting the paf works now, but i cant release in wild which i could do at first

i think its maybe i changed some mcm setting, just can't find that now

toilets and forced accident works fine

Posted (edited)
On 11/14/2024 at 6:48 PM, wantmesomemods said:

 

thanks again, 

 

Im running 1.6.1170

 

also I got it to work, after a full reinstall, but now Ive gotten blunder to work, but comments on nudity or dirtiness don't occur.  I turned on the real-time updates (I forget what you titled it in the MCM), and every time I reset, it says "Event Update failed Main. Non location or Player is paffing or PAF MCM tracking options are off."

Idk what tracking option to look for.

 

Also, I guess the frequent "Setting NecksBitten" message is unrelated?

Okay.  Comments on nudity/dirty and  conditions to receive the OnUpdate Event in order for them to trigger.

1. must be in valid location - habitual settlement or city..

2. Player Must not be Paffing as the Paffing functions trigger their own nude/dirty comments. This checks against two vars IsAnimating and IsRelieving

   if either those stuck on true, then PFA's Onupdate conditons fail

3. Either one or the other PFA mcm options need to be turned on. SexTalk or Public Sexing options. these are the tracking options 

 

Are you certain you are not getting PFA's OnUpdate ?

This controls sextalk while in a settlement loc. so if sextalk works then you get the update. Note outside settlement Sextalk works via spell(not related)

 

I think you have #3, because of the notification you received "Event Update failed Main. Non location or Player is paffing...."  comes from the OnUpdat event

if you got this then it passed this else you would have gotten a similar, but different notification.

 

I think you passed Valid location, for the same reason- to receive that specific notification it would have passed CheckLocation and went on to 

GetRegedUp() which checks against the two tracking opts, and if pass -registers a single Update

 

its in the OnUpdate that checks all this BS again along with Player Paffing.. - and probably your culprit

So PFA thinks your Player is paffing. which checks on the two vars shown in cond #2 

If this the case, use Paf action key and make your player paf. those functions upon completion reset those vars. Or reset PFA's debug reset

will reset all player/npc/commentManager vars. 

Ways to test these vars. If player pafs when action key pressed and completes then they are good. Or electricuted(boogaloo) 

also checks those vars and wont paf if either is already set to true. It will set them both and reset them on completion. 

Autoleek same, Toilet - just use the IsReleiving I think.. 

 

the function DebugPFA() is called when you tick the "Reset PFA Vars" option in PFA mcm.

 

Function DebugPFA()
    if  DirtState > 0
        Bathe(PlayerREF)
    endif
    isAnimating = false
    isRelieving = false
    CureTheShits()                          ;If you were sick
    RegisterForSingleUpdate(4)       ;this re- registers PAF_MainQuest onupdates so Player states get updated
    PAF_NPCQuest.Reset_PafLock()
    PAF_NPCQuest.GetRegged()      ;this re- registers PAFNPCQuest onupdates so Follower states get updated
    if  PFAComments
        PFAComments.DebugPFAComm()  ;Launches Debugging in Comment Manager scripts
    endif
    PAF_Player.CheckRegged()            ;this will kick start an OnUpDate event if the Player is in valid location.
EndFunction

 

Note all vars just got reset, so if you still get that same notification, IDK WTF or its got to be something else.

 

This is why I should rewrite all the scripts and utilize States, so a script doesn't depend on variables for shit like this. But a rewrite on that scale 

could be bad for a save file So I make do with it best I can. All intents and purposes my PC/Followers paf every time just fine

I do not use the kink options. So if you use kink and things get screwy let me know I'll take a look into it.

 

Necks bitten thingy just checks and counts necks bitten and compares to the Games count, if different it decides weather the victim

was already dead or not. This should only happen if you are vampire and PFA checks weather you get sick or not

 

 

Edited by Dg75
Posted (edited)
17 hours ago, Battlestar1965 said:

Just to add to this....I had this "Setting NecksBitten" message very often myself (What does it even mean? NecksBitten makes me think about vampires....). I turned on the debug messages, when i recognised that non of the kink options worked, although they have worked before. At the moment i have uninstalled PAF plus the fixes addon, but will try again soon.

Necks bitten thingy just checks and counts necks bitten and compares to the Games count, if different it decides weather the victim

was already dead or not. This should only happen if you are vampire and PFA checks weather you get sick or not

 

Sorry you have issues with Kink stuff. PFA doesn't do much in the way of that so debug messages wouldn't help their. 

Edited by Dg75
Posted
16 hours ago, CrumbleQuin said:

what meaning is 'you are not ready to do that now'

after reinstall someting the paf works now, but i cant release in wild which i could do at first

i think its maybe i changed some mcm setting, just can't find that now

toilets and forced accident works fine

Their is no option weather you can release in the wild or not.

Their in the Pee and Fart mcm you select a hot key - Paf action key defaults with B I think

Enable pee and or fart in its MCM 

Press the action key to trigger the player to relieve. But will only work if the Player has to go.

If the player does not have to go then the notification "you are not ready to do that now" shows.

Their options to change how long it takes for the player to increase pee/fart states. I do not recommend changing them unless you know what you are doing.

Posted
4 hours ago, Dg75 said:

Okay.  Comments on nudity/dirty and  conditions to receive the OnUpdate Event in order for them to trigger.

1. must be in valid location - habitual settlement or city..

2. Player Must not be Paffing as the Paffing functions trigger their own nude/dirty comments. This checks against two vars IsAnimating and IsRelieving

   if either those stuck on true, then PFA's Onupdate conditons fail

3. Either one or the other PFA mcm options need to be turned on. SexTalk or Public Sexing options. these are the tracking options 

 

Are you certain you are not getting PFA's OnUpdate ?

This controls sextalk while in a settlement loc. so if sextalk works then you get the update. Note outside settlement Sextalk works via spell(not related)

 

I think you have #3, because of the notification you received "Event Update failed Main. Non location or Player is paffing...."  comes from the OnUpdat event

if you got this then it passed this else you would have gotten a similar, but different notification.

 

I think you passed Valid location, for the same reason- to receive that specific notification it would have passed CheckLocation and went on to 

GetRegedUp() which checks against the two tracking opts, and if pass -registers a single Update

 

its in the OnUpdate that checks all this BS again along with Player Paffing.. - and probably your culprit

So PFA thinks your Player is paffing. which checks on the two vars shown in cond #2 

If this the case, use Paf action key and make your player paf. those functions upon completion reset those vars. Or reset PFA's debug reset

will reset all player/npc/commentManager vars. 

Ways to test these vars. If player pafs when action key pressed and completes then they are good. Or electricuted(boogaloo) 

also checks those vars and wont paf if either is already set to true. It will set them both and reset them on completion. 

Autoleek same, Toilet - just use the IsReleiving I think.. 

 

the function DebugPFA() is called when you tick the "Reset PFA Vars" option in PFA mcm.

 

Function DebugPFA()
    if  DirtState > 0
        Bathe(PlayerREF)
    endif
    isAnimating = false
    isRelieving = false
    CureTheShits()                          ;If you were sick
    RegisterForSingleUpdate(4)       ;this re- registers PAF_MainQuest onupdates so Player states get updated
    PAF_NPCQuest.Reset_PafLock()
    PAF_NPCQuest.GetRegged()      ;this re- registers PAFNPCQuest onupdates so Follower states get updated
    if  PFAComments
        PFAComments.DebugPFAComm()  ;Launches Debugging in Comment Manager scripts
    endif
    PAF_Player.CheckRegged()            ;this will kick start an OnUpDate event if the Player is in valid location.
EndFunction

 

Note all vars just got reset, so if you still get that same notification, IDK WTF or its got to be something else.

 

This is why I should rewrite all the scripts and utilize States, so a script doesn't depend on variables for shit like this. But a rewrite on that scale 

could be bad for a save file So I make do with it best I can. All intents and purposes my PC/Followers paf every time just fine

I do not use the kink options. So if you use kink and things get screwy let me know I'll take a look into it.

 

Necks bitten thingy just checks and counts necks bitten and compares to the Games count, if different it decides weather the victim

was already dead or not. This should only happen if you are vampire and PFA checks weather you get sick or not

 

 

 

You are awesome, sorry for being airheaded. public sexing was off. I switched it on and reset PFA Vars, and it worked like a charm.

 

So also, I have 'needs toilet' and 'use safe space' off, my pressure is too high in both bladder and bowels, and whenever I try and paf, it says 'you are not ready to do tht now. is that more so an issue with the original pee and fart mod?

 

my character is literally going to wet herself as soon as I load in lol

Posted
5 hours ago, Dg75 said:

Their is no option weather you can release in the wild or not.

Their in the Pee and Fart mcm you select a hot key - Paf action key defaults with B I think

Enable pee and or fart in its MCM 

Press the action key to trigger the player to relieve. But will only work if the Player has to go.

If the player does not have to go then the notification "you are not ready to do that now" shows.

Their options to change how long it takes for the player to increase pee/fart states. I do not recommend changing them unless you know what you are doing.

if i havent any pressure, it shows "you do not have to pee/poop"

but even the presssure is high or higher, it still "you are not ready to do that now"

i do change the time setting to 12/24 to reduce pee/poop frequencies, which i used to do without paf addons, and it works fine at paf itself

so does it means paf addons has a fixed pressure rising rate, who makes paf time settings only effects the "action cooldown",makes me cant do it

Posted
On 11/12/2024 at 12:59 AM, Dg75 said:

Oops! yeah its pfa. I added a test skit for the onsit OnGetUp events when I was testing fart sounds. I think forgot to shut this off.

Sorry bout that!  I'll get a update fix for it up pronto...

hey first off all thanks for the mod but i have this problem too :D my character moans and farts after every interaction i have with a workbench, mining, etc.. . Is it possible for me to download and add a previous version mid-game? or is there a file i can delete so i can still keep my save? thanks :) 

Posted
1 hour ago, Yrrasena said:

hey first off all thanks for the mod but i have this problem too :D my character moans and farts after every interaction i have with a workbench, mining, etc.. . Is it possible for me to download and add a previous version mid-game? or is there a file i can delete so i can still keep my save? thanks :) 

You can, but not advised!  This is already fixed in the upcoming update, I just need to address the issue the above two are having and I

will be uploading this update hopefully within the hour.

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