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PAF Fixes and Addons


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Posted (edited)
40 minutes ago, Harry Smackmeat said:

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.

From the earlier posts Snitch 123 was having mass problems with 1.5.97, mod was breaking for him.  I could only assume it was related to a function call that may

be no longer compatible with 1.5.97. If your PFA wasn't breaking for you as in loosing all mod functionality and your on 1.5.97 ? ? Then maybee it was something else..

IDK. If stuff was breaking then It yeah it would be safe bet its not. I've been trying to discern the truth of this, but impossible for me to test since I'm on AE version

I would welcome any feedback.

 

Got the shits in the snow. Hmm, some mod you have probably gave you a disease. Could have been many, I know KIC can if getting to dirty., don't know about frostfall

but who knows. Basically can be any mod or base game that get player a disease.

Edited by Dg75
Posted
12 minutes ago, snitch123 said:

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. 

Good Deal! I hope it works it for you. 

Yeah! I'm currently working on a another update, nothing big just gonna remove some annoying test notifications, found a few small bugs.

Then hopefully I can jump over Cm and start it, planning a big update their, open up more voice options Male/female for player and some New dialogue pool

to randomize from. I'm getting a lot of the same old comments over n over, can get old.

 

Heck I need ideas of different things to say when needing to pee or poop or whatever. If you or anybody else got any ideas, nows the time to start laying them on me.

I'll take them into consideration. 

 

Posted (edited)

I keep getting the message: "Some things are better left forgotten".

Is there any way to fix it?

Another thing I noticed is that some enemy NPCs become cowardly and try to run away in the middle of a fight and then turn hostile again. I'm using Requiem btw.

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

I keep getting the message: "Some things are better left forgotten".

Is there any way to fix it?

Another thing I noticed is that some enemy NPCs become cowardly and try to run away in the middle of a fight and then turn hostile again. I'm using Requiem btw.

I left it their testing, It will be gone tomorrow. Just have to finalize an update..

 

That maybe another mod effecting combat. PFA doesn't effect other npc's besides followers, and thats just if they gotta take dump!

Edited by Dg75
Posted

Just updated to version 1.3.

 

Yay! The annoying test notifications are gone. I think I got them all, let me know if run into anymore.

 

Added MCM option to reset toilets. This just in case you max place the toilets and want to reset them without resetting the whole Pee and Fart mod.

  Beats the hell out of back tracking and trying find one to remove just so you can place more...

 

Added a change, if player is having an accident, poop only and wearing clothing then you wont see poop falling through your britches. 

youll just get the pressure animation along with getting dirty.

otherwise the poop gets created. for now it only checks on 2 Body slots for worn, 32, and or 54. Should be body and pelvis.. hit n miss their, as 

theirs alot differant slot usage between modular sets. I could always add more slots to check if needed.

 

Sextalk should now work in Player homes. Sextalk like all the comments work slow and sluggish at first, but get better and better in time.

I don't know why that is.

Posted (edited)

Added a patch to the downloads. PFA_NoFormFromFile. This can be used if you don't want mod detection via GetFormFromFile function

If you are a skyrim 1.5.97 user this patch should work for you.

 

To clarify: Only use the patch if you are on skyrim game version 1.5.97 or if AE and just don't use any of the mods PFA listens for(optional for AE users).

The patch requires (hard requirement) Comment Manager, and this(PFA) to be installed. I will match version number of the patch to the PFA's vers.

for compatibility. 

 

Be sure to read the Compatibility section on the main page.

Edited by Dg75
Posted

It's great to see you uploaded this! Thanks a lot! How hard would it be to add compatibility with sunhelm survival mod and Jayserpa's blood & dirt?

Posted

Nice work on that update ! 😁
Didn't have any of the test notifications pop up anymore so far.
And really nice to see the 1.5.97. adaption. I may no longer be on that version, but it seems the "good old" 1.5.97 is still quite used and some people are returning to it even now. I'm sure it will be appreciated by quite a few people.

About those ideas you needed for CM.
Didn't have too much time to play, so just a few quick ideas from whatever I've heard with CM so far.
I don't use any of the poop features either, so can't really help with that.

Nagging part seems good. I think all it needs is a little "flavor" to it. For example the NPCs directly saying they need to pee instead of neutral stuff. Though I'm guessing you already had that planned since the neutral stuff was quick fix for people using only pee features. Maybe a few lines going like "I'm about to.." or "If we don't find a toilet soon..."

I feel like the player accident/leak stage could use something new. Actually this one is simple enough and could go for both the player and the NPCs. How about a moan of relief. By moan I mean something very mild from for example the "breathy" SexLab voice followed by something voicing frustration.. Example*moan* "Fuck../Gods.." or something similar.

The current NPC "Gods, hope nobody notices" line could simply have more variations like: "Hope no one saw that..", Or more interactive with the player "Is it too obvious ?"
Perhaps a more "flavored" reaction: "Told you I needed to go".

 

That would be it for now. Maybe if I get to put some hours into Skyrim soon, I'll think of something...



 

Posted
20 hours ago, snitch123 said:

Nice work on that update ! 😁
Didn't have any of the test notifications pop up anymore so far.
And really nice to see the 1.5.97. adaption. I may no longer be on that version, but it seems the "good old" 1.5.97 is still quite used and some people are returning to it even now. I'm sure it will be appreciated by quite a few people.

About those ideas you needed for CM.
Didn't have too much time to play, so just a few quick ideas from whatever I've heard with CM so far.
I don't use any of the poop features either, so can't really help with that.

Nagging part seems good. I think all it needs is a little "flavor" to it. For example the NPCs directly saying they need to pee instead of neutral stuff. Though I'm guessing you already had that planned since the neutral stuff was quick fix for people using only pee features. Maybe a few lines going like "I'm about to.." or "If we don't find a toilet soon..."

I feel like the player accident/leak stage could use something new. Actually this one is simple enough and could go for both the player and the NPCs. How about a moan of relief. By moan I mean something very mild from for example the "breathy" SexLab voice followed by something voicing frustration.. Example*moan* "Fuck../Gods.." or something similar.

The current NPC "Gods, hope nobody notices" line could simply have more variations like: "Hope no one saw that..", Or more interactive with the player "Is it too obvious ?"
Perhaps a more "flavored" reaction: "Told you I needed to go".

 

That would be it for now. Maybe if I get to put some hours into Skyrim soon, I'll think of something...



 

Thanks for the tip. I will definitely take it into consideration. Yeah! I plan on making variant things to say with each scenario, and am glad for any new ideas.   

Posted
On 2/25/2024 at 7:58 AM, Metrite said:

It's great to see you uploaded this! Thanks a lot! How hard would it be to add compatibility with sunhelm survival mod and Jayserpa's blood & dirt?

What is their to patch? I know Dirt and Blood, I used to use it.. Oh it has soaps right? ..To clean the paf off.

I have know idea what sunhelm is. What does it got soaps to?

Posted (edited)

Think I ran into a bug of sorts with the latrine spell. 😅

At some point at the latrine spot I set up when I built a camp an NPC named "PAF_UShouldNotSeeMe" appeared.
Since you seem to have a debug NPC in place, I'm guessing it will make more sense to you. Curious what caused it. I hanged around the camp in-game and left the area for a while too. The NPC appeared after 1 in-game day a decent while after I returned back to the camp. Could it be the clean-up process started or something ? I haven't noticed any issues with anything happening after the NPC spawned either. Everything works well. The NPC doesn't disappear when removing the latrine or even when changing cells. I wonder though, is it safe to use the "disable" command on the NPC for now ? .. Would that hinder function in any way ? It seems to just linger there at this moment.


Edit: I checked the NPC with more informative console and it seems this is a Dummy NPC from base PAF esp. So it may not be THAT useful after all.. Just for the sake of trying I tried to reset PAF to see if it anyhow gets affected. It just lingers there. Next time I'll try to disable it and mark down the ID in case anything goes wrong. 
 

Also a quick suggestion for CM:
Would be nice to have an option to disable/enable player voice separately if possible. As of right now, if you don't set a player voice and only use it for NPCs, it will keep asking you to check MCM.

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

Think I ran into a bug of sorts with the latrine spell. 😅

At some point at the latrine spot I set up when I built a camp an NPC named "PAF_UShouldNotSeeMe" appeared.
Since you seem to have a debug NPC in place, I'm guessing it will make more sense to you. Curious what caused it. I hanged around the camp in-game and left the area for a while too. The NPC appeared after 1 in-game day a decent while after I returned back to the camp. Could it be the clean-up process started or something ? I haven't noticed any issues with anything happening after the NPC spawned either. Everything works well. The NPC doesn't disappear when removing the latrine or even when changing cells. I wonder though, is it safe to use the "disable" command on the NPC for now ? .. Would that hinder function in any way ? It seems to just linger there at this moment.


Edit: I checked the NPC with more informative console and it seems this is a Dummy NPC from base PAF esp. So it may not be THAT useful after all.. Just for the sake of trying I tried to reset PAF to see if it anyhow gets affected. It just lingers there. Next time I'll try to disable it and mark down the ID in case anything goes wrong. 
 

Also a quick suggestion for CM:
Would be nice to have an option to disable/enable player voice separately if possible. As of right now, if you don't set a player voice and only use it for NPCs, it will keep asking you to check MCM.

The Paf dummy npc. Yeah! I haven't ran into that issue, but Paf uses if to store away his "use toilet alias", and "stay put alias" whenever Paf is done with Followers these aliases

get stuffed onto the Dummy for holding. That Dummy npc is supposed to be in pafs unloaded test cell and never actually be loaded into the game.  Probably not a good thing.

 

PFA uses a Go to alias that fills with the follower going to the Latrine, The moment she's their my Go to alias clears and Paf's Stay put alias takes over.

Shit! I wonder if somehow my Go to alias jumped on the dummy instead of the your follower.  😳

 

In any case I wouldn't disable the dummy. Use the moveto command and move it back to its cell. The editor ID is "PAF_DummyCell", but the cells name is "Cellar"..

So may have to run console command -  Help Cellar 4   - if not that try Help PAF_DummyCell 4,  I forget if you use the name or the Editor Id ..

Then  click the Dummy npc to get is prid showing, then run MoveTo "Id of the cell" .

 

You don't somehow have the Dummy as a Paf tracked actor do you? Look into paf's mcm and and check his last page just to make sure.

I'll look through Paf/PFA scripts to see if what could have caused this.

 

Edit: Shit! No it was me. When Follower gets to the Latrine, my alias dosn't clear right away, but gets stuffed onto the dummy for like

a half a split second, then gets cleared. This must be whats caused that to happen. I'll have send through another hotfix.

Thx for pointing this out to me!

 

Yeah, I seen that about CM and Player voice.  Player voice is supposed to be optional,  and the next CM update will be fixed of that..

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

Is there any fix for when a bottle gets.. 'Stuck' after an animation finishes? 

Only time I ever had bottle stuck is if tried changing anims after they had started. Don't do that with bottle animation as you may get one stuck up

your players ars!

I always had to re-load a save fix stuff like that... You could try starting another sexlab animation, maybe bottle.. maybe it will clear it.

Edited by Dg75
Posted (edited)
1 hour ago, Dg75 said:

The Paf dummy npc. Yeah! I haven't ran into that issue, but Paf uses if to store away his "use toilet alias", and "stay put alias" whenever Paf is done with Followers these aliases

get stuffed onto the Dummy for holding. That Dummy npc is supposed to be in pafs unloaded test cell and never actually be loaded into the game.  Probably not a good thing.

 

PFA uses a Go to alias that fills with the follower going to the Latrine, The moment she's their my Go to alias clears and Paf's Stay put alias takes over.

Shit! I wonder if somehow my Go to alias jumped on the dummy instead of the your follower.  😳

 

In any case I wouldn't disable the dummy. Use the moveto command and move it back to its cell. The editor ID is "PAF_DummyCell", but the cells name is "Cellar"..

So may have to run console command -  Help Cellar 4   - if not that try Help PAF_DummyCell 4,  I forget if you use the name or the Editor Id ..

Then  click the Dummy npc to get is prid showing, then run MoveTo "Id of the cell" .

 

You don't somehow have the Dummy as a Paf tracked actor do you? Look into paf's mcm and and check his last page just to make sure.

I'll look through Paf/PFA scripts to see if what could have caused this.

 

Yeah, I seen that about CM and Player voice.  Player voice is supposed to be optional,  and the next CM update will be fixed of that..

The: help PAF_DummyCell 4 command brings out the ID of "Cellar", the problem is... Trying to use the MoveTo command to that ID just comes back with "Invalid object reference "xxxxxxxx" for parameter ObjectReferenceID.

Just the one follower that should be is actively tracked in PAF. Oddly enough the NPC didn't spawn during the use of the latrine or freshly after. The tracked NPC was away from latrine location for a few in-game hours at least. 

Edit: I just tried making another Latrine spot nearby and have the tracked NPC use it. The Dummy NPC just slowly walked over from the previous spot and stood on the new spot. 😆

Edit2: Noticed your edit 🤣
Glad it helped. Though I still wonder if you got any idea on how to hide the already spawned NPC ? If not, worst case my previous save wasn't much further back.

Edited by snitch123
Posted (edited)
1 hour ago, snitch123 said:

The: help PAF_DummyCell 4 command brings out the ID of "Cellar", the problem is... Trying to use the MoveTo command to that ID just comes back with "Invalid object reference "xxxxxxxx" for parameter ObjectReferenceID.

Just the one follower that should be is actively tracked in PAF. Oddly enough the NPC didn't spawn during the use of the latrine or freshly after. The tracked NPC was away from latrine location for a few in-game hours at least. 

Edit: I just tried making another Latrine spot nearby and have the tracked NPC use it. The Dummy NPC just slowly walked over from the previous spot and stood on the new spot. 😆

Edit2: Noticed your edit 🤣
Glad it helped. Though I still wonder if you got any idea on how to hide the already spawned NPC ? If not, worst case my previous save wasn't much further back.

did you click on the Dummy with the console open to bring up his prid?

You may have to type his - DummyId moveto refId - 

 

I just uploaded a fix for this, but the fix won't move the DummyNPC back to his editor loc. If you cant move him back with console

Maybe load up prev save(Sorry) Or I can I can wip up a quick papyrus command and upload it here, but you would need to overwrite it when done with this new

pfa 1.3.1. .. Might be easier to load a previous save though. 

Edited by Dg75
Posted
24 minutes ago, Dg75 said:

did you click on the Dummy with the console open to bring up his prid?

You may have to type his - DummyId moveto refId - 

 

I just uploaded a fix for this, but the fix won't move the DummyNPC back to his editor loc. If you cant move him back with console

Maybe load up prev save(Sorry) Or I can I can wip up a quick papyrus command and upload it here, but you would need to overwrite it when done with this new

pfa 1.3.1. .. Might be easier to load a previous save though. 

Gave it another go.. The NPC works with commands like MoveTo - player or so, it's the cell ID that doesn't seem to budge.

I mean, if you got the time and it's a quick fix, would be nice, but if it's too much bother, don't worry about it. I'll hit a previous save.

Posted
20 minutes ago, Dg75 said:

did you click on the Dummy with the console open to bring up his prid?

You may have to type his - DummyId moveto refId - 

 

I just uploaded a fix for this, but the fix won't move the DummyNPC back to his editor loc. If you cant move him back with console

Maybe load up prev save(Sorry) Or I can I can wip up a quick papyrus command and upload it here, but you would need to overwrite it when done with this new

pfa 1.3.1. .. Might be easier to load a previous save though. 

Try this if you want to but maybe easier to load a previous save. If you do Just whenever done, weather it works or not, Install or re-install PFA1.3.1

This just a single NPCScript overwright, and checks to see if the Dummy has 3D, if so attempts to move to its editor location. It wont hurt to leave in, but it would

run that check every time PAFNPC script runs an OnUpdate

 

RelocatePAFDummy.7z

Posted

Well You can try the RelocatePafDummy, but console couldn't get handle on that loc, This may nor either. I think it may because the Cell doesn't have a Location 

flagged in its record.

Posted
6 minutes ago, Dg75 said:

Try this if you want to but maybe easier to load a previous save. If you do Just whenever done, weather it works or not, Install or re-install PFA1.3.1

This just a single NPCScript overwright, and checks to see if the Dummy has 3D, if so attempts to move to its editor location. It wont hurt to leave in, but it would

run that check every time PAFNPC script runs an OnUpdate

 

RelocatePAFDummy.7z 12.31 kB · 1 download

Thanks, really appreciate that.. 👍
Saves a little bit of a headache since I'm playing in an RP style with journals etc... 
Worked immediately. Maybe this time I'll remember to save more often as I usually tend to.. 😅

I see the new patch is out. I'll update and play with that. If I again run into anything that might need fixing, I'll let you know. Also thanks for the fix on the waterskins !

Posted
7 minutes ago, snitch123 said:

Thanks, really appreciate that.. 👍
Saves a little bit of a headache since I'm playing in an RP style with journals etc... 
Worked immediately. Maybe this time I'll remember to save more often as I usually tend to.. 😅

I see the new patch is out. I'll update and play with that. If I again run into anything that might need fixing, I'll let you know. Also thanks for the fix on the waterskins !

Well I have yet to test the waterskins, I hope it fixed it. Glad this worked.

Posted

Hold up with vers 1.3.1, I got hasty and forgot to add a condition. Wait for 1.3.2. Otherwise if you have Rnad or caco

and every time you cast a spell you will poopstate inc.

 

Getting v1.3.2 ready right now.

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