Dez65 Posted February 16, 2025 Posted February 16, 2025 15 hours ago, The Blacksmith said: Could just be an old save, they start to bog down after a while with script heavy mods Freeze ups started almost immediately on a new game when I was testing PFA, but thanks.
Dez65 Posted February 16, 2025 Posted February 16, 2025 3 hours ago, Dg75 said: What version PFA was giving you issues ? Yeah, I know I should have updated by now. Main reason is not looking forward to relearning and updating Dyndolod, TexGen, etc, which I have working beautifully in 1.5.97. Maybe when I retire. I had the freeze ups with 3.8. I see you published 3.9 on 2/6. Think its okay to test on an existing save? Also wondering if I can try BISR on an existing save with the original BIS installed.
Spoilerman Posted February 16, 2025 Posted February 16, 2025 so...do i need comment manager or not? Loot says this mod is dependant on it but the mod's page says to NOT INSTALL IT so, which one is it?
Dg75 Posted February 16, 2025 Author Posted February 16, 2025 59 minutes ago, Spoilerman said: so...do i need comment manager or not? Loot says this mod is dependant on it but the mod's page says to NOT INSTALL IT so, which one is it? Comment manager is packed into PAF_VoicePackMain - its the VmNxxIzY file in PFA downloads. Read the top of main page and the spoiler directly under it, and yes its a requirement.
Dg75 Posted February 16, 2025 Author Posted February 16, 2025 (edited) 4 hours ago, Dez65 said: Yeah, I know I should have updated by now. Main reason is not looking forward to relearning and updating Dyndolod, TexGen, etc, which I have working beautifully in 1.5.97. Maybe when I retire. I had the freeze ups with 3.8. I see you published 3.9 on 2/6. Think its okay to test on an existing save? Also wondering if I can try BISR on an existing save with the original BIS installed. 3.9 v somewhat borked sextalk feature, no biggy if you don't use that feature. Im getting ready to upload a fixed version - 3.9.1, it just aims to stop sex talk comments on last stage, got tired of hearing it after sex end. 3.9 v actually implemented it, but it failed to check for leadin stage which may cause early termination of commentary. I don't use Bisr myself as I use KIC and my patch - works beautifully! I was on the impression that it replaced the original Bis so probably shouldn't have both installed unless it says otherwise on Bisr main page. Your freeze up problem isnt going to be fixed with PFA update though. It really sounds to me like your getting data spikes usually caused from mod/App conflicts. My case it was norton 360, if you use this - try disable Game optimization feature and see if it helps - if you ever uninstall it - don't do it via windows app removal - norton has an Uninstaller that must be ran!!! I used windows app removal, and didnt know about the uninstaller - borked a lot things including my graphics ended up having to reinstall it then use the Uninstaller, seemed to fix things. If still having issues - try disabling PFA tracking system, You would need to shut down both mcm features: 1. Sextalk 2. Publick sexing If you can live without comments try disabling that as well in comment manager mcm. See if it helps ? Edited February 16, 2025 by Dg75
The Blacksmith Posted February 16, 2025 Posted February 16, 2025 https://www.nexusmods.com/skyrimspecialedition/mods/92989 UBE 2.0, I'm playing a new game with Nord UBE Race, the body is very good, but there is no visible pee stream and the dirt texture ends up covering the ankle. I asked in their discord if someone could make a patch and they were not enthusiastic
Dez65 Posted February 16, 2025 Posted February 16, 2025 1 hour ago, Dg75 said: It really sounds to me like your getting data spikes usually caused from mod/App conflicts. My case it was norton 360, if you use this Thanks for the troubleshooting tips! I've never had any Norton products installed on my gaming computer. I'm not sure about a mod/app conflict. Never experienced any freeze ups until I tried PFA, but I'm pretty sure its because I'm still on 1.5.97. I'll get around to updating someday.
Dg75 Posted February 16, 2025 Author Posted February 16, 2025 (edited) 1 hour ago, The Blacksmith said: https://www.nexusmods.com/skyrimspecialedition/mods/92989 UBE 2.0, I'm playing a new game with Nord UBE Race, the body is very good, but there is no visible pee stream and the dirt texture ends up covering the ankle. I asked in their discord if someone could make a patch and they were not enthusiastic A snippet from that mod page: CONS/SHOULD KNOW Outfits and accessories require .esp patching Every armor needs to have ArmorAddon that is intended for UBE races. Yes, EVERY SINGLE ONE, even jewelry (except so called HeadParts). To make process of patching trivial, UBE comes with its own xEdit script that can patch your whole load order in single click if you wish so. After patching UBE AAs will use path “meshes\!UBE\<original nif path>”. You will still need to have proper UBE outfit conversions. No magic here, patcher only edits armor records and copies original nifs to UBE path if they don't exist there already. No pro here! but Paf and pfa use armor slots for the pee stream, looks as if you just may need to open pfa in xedit and add the UBE race to the Armor Addon and edit the nif location - means youd have to move the niff - make the AA point to UBE path mentioned above. or maybe better - open all your mods in xedit and run that xedit script it mentions above. Dirt textures are slave tats, and probable is getting wonked as well from unknown race.. im no pro on that though! Futher Paf references a butt node to place poop when pooping, this all script and if UBE dont have a butt node your PC wont know how to poop. another option is to check out Privet Needs Orgasm - it dont use Armor slots but uses spells for its pee mesh instead and possibly its own dirt, And it has A Patch for PFA maybe just maybe - its trick ube into working - lol no guarantees Edited February 16, 2025 by Dg75
The Blacksmith Posted February 16, 2025 Posted February 16, 2025 Private needs orgasm fixed the invisible pee, thanks That others stuff is way beyond me. I do have xedit but I've never actually done anything with it. 1
ghost181 Posted February 16, 2025 Posted February 16, 2025 (edited) Is anyone having an issue with adding actors in a new game with PAF post PFA ver3.8 ? Both ver3.9 and ver3.91 keeps saying that "there is on valid actor in your sight" Ver3.8 worked fine with all of the same mods active. Enabling comment manager v3.9 without PFA v3.9 or v3.9.1 active also allows me to add actors. Rolling back to v3.8 also fixes it. My existing character saves that were updated from v3.8 to v3.9x also allows me to add actors. The load order should be: PAF, Comment manager (PFA _voice_main v3.9), PFA v3.9.x right? Could it be possible that a mod that doesn't conflict with PFA v3.8 could end up conflicting with v3.9x ? Edited February 16, 2025 by ghost181
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 3 hours ago, ghost181 said: Is anyone having an issue with adding actors in a new game with PAF post PFA ver3.8 ? Both ver3.9 and ver3.91 keeps saying that "there is on valid actor in your sight" Ver3.8 worked fine with all of the same mods active. Enabling comment manager v3.9 without PFA v3.9 or v3.9.1 active also allows me to add actors. Rolling back to v3.8 also fixes it. My existing character saves that were updated from v3.8 to v3.9x also allows me to add actors. The load order should be: PAF, Comment manager (PFA _voice_main v3.9), PFA v3.9.x right? Could it be possible that a mod that doesn't conflict with PFA v3.8 could end up conflicting with v3.9x ? Na nothing should be conflicting. its probably something I borked Im on an existing save, and have added and removed actors and haven't noticed anything wrong. Is it only on New Game ? I'll look into it asap!
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 (edited) 4 hours ago, ghost181 said: Is anyone having an issue with adding actors in a new game with PAF post PFA ver3.8 ? Both ver3.9 and ver3.91 keeps saying that "there is on valid actor in your sight" Ver3.8 worked fine with all of the same mods active. Enabling comment manager v3.9 without PFA v3.9 or v3.9.1 active also allows me to add actors. Rolling back to v3.8 also fixes it. My existing character saves that were updated from v3.8 to v3.9x also allows me to add actors. The load order should be: PAF, Comment manager (PFA _voice_main v3.9), PFA v3.9.x right? Could it be possible that a mod that doesn't conflict with PFA v3.8 could end up conflicting with v3.9x ? Dont know if you read papyrus, but heres the snippet of a check in order to add an actor as tracked actor I added this via 3.9 + is their a reason why I shouldn't ? ; in the Paf_Main script under KeyUp event - this whenever you use the menu to add an actor elseif result_more == 3 if target && PFAComments.IsValidActor(target, False, True) ;looks into pfacomments script to check valid or if you dont have crosshair ref- fail PAF_NPCQuest.AddActor(target) else DisplayMessage("There was no valid actor in your sight") ;this is what you are getting ? endif ;in the PFAComments script Bool Function IsValidActor(Actor Perv, Bool CheckForLOS = False, Bool CheckForHostile = False) ; paf main passes false, true, as in it dont check los, but does check hostile if !Perv || !(Perv.GetRace().HasKeyword(ActorTypeNPC)) || Perv.IsDead() || Perv.IsChild() || Perv.GetRace() == ManakinRace ; if anything here is true FAILS Return False endif if CheckForLOS && (Perv == PlayerRef || CM_MCM.Get_FNPC(Perv) || !Perv.HasLOS(PlayerRef)) ; passed false, this check auto passes Return False endif if CheckForHostile && Perv.IsHostileToActor(PlayerRef) ; are trying to add Drauger or something ? Return False endif Return True ; if it gets here this actor will be added EndFunction Edited February 17, 2025 by Dg75
ghost181 Posted February 17, 2025 Posted February 17, 2025 2 minutes ago, Dg75 said: Na nothing should be conflicting. its probably something I borked Im on an existing save, and have added and removed actors and haven't noticed anything wrong. Is it only on New Game ? I'll look into it asap! Yeah, it seems that saves that were previously running v3.8 work just fine for me. But when I try to start a new game I get issues. As it is now I have to start a new game with v3.8, wait for everything to install, add actors using v3.8, then update to v3.9.1
ghost181 Posted February 17, 2025 Posted February 17, 2025 (edited) 31 minutes ago, Dg75 said: Dont know if you read papyrus, but heres the snippet of a check in order to add an actor as tracked actor I added this via 3.9 + is their a reason why I shouldn't ? ; in the Paf_Main script under KeyUp event - this whenever you use the menu to add an actor elseif result_more == 3 if target && PFAComments.IsValidActor(target, False, True) ;looks into pfacomments script to check valid or if you dont have crosshair ref- fail PAF_NPCQuest.AddActor(target) else DisplayMessage("There was no valid actor in your sight") ;this is what you are getting ? endif ;in the PFAComments script Bool Function IsValidActor(Actor Perv, Bool CheckForLOS = False, Bool CheckForHostile = False) ; paf main passes false, true, as in it dont check los, but does check hostile if !Perv || !(Perv.GetRace().HasKeyword(ActorTypeNPC)) || Perv.IsDead() || Perv.IsChild() || Perv.GetRace() == ManakinRace ; if anything here is true FAILS Return False endif if CheckForLOS && (Perv == PlayerRef || CM_MCM.Get_FNPC(Perv) || !Perv.HasLOS(PlayerRef)) ; passed false, this check auto passes Return False endif if CheckForHostile && Perv.IsHostileToActor(PlayerRef) ; are trying to add Drauger or something ? Return False endif Return True ; if it gets here this actor will be added EndFunction Sorry can't help with that. I'm Just a laymen. To my untrained eye those checks make since. But I know nothing about proper syntax. I'm useless there. Edited February 17, 2025 by ghost181
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 11 minutes ago, ghost181 said: Sorry can't help there. Lol sorry! It means You must have an actor in crosshairs they cant be dead, or cant be a child, cant be a mannequin and they have to have keyword ActorTypeNPC - this will prevent creatures and animals, dwarven and dragons . . and of course they aren't hostile
ghost181 Posted February 17, 2025 Posted February 17, 2025 13 minutes ago, Dg75 said: Lol sorry! It means You must have an actor in crosshairs they cant be dead, or cant be a child, cant be a mannequin and they have to have keyword ActorTypeNPC - this will prevent creatures and animals, dwarven and dragons . . and of course they aren't hostile I'm not a coder but it makes since to me.
Battlestar1965 Posted February 17, 2025 Posted February 17, 2025 18 hours ago, ghost181 said: Is anyone having an issue with adding actors in a new game with PAF post PFA ver3.8 ? Both ver3.9 and ver3.91 keeps saying that "there is on valid actor in your sight" Ver3.8 worked fine with all of the same mods active. Enabling comment manager v3.9 without PFA v3.9 or v3.9.1 active also allows me to add actors. Rolling back to v3.8 also fixes it. My existing character saves that were updated from v3.8 to v3.9x also allows me to add actors. The load order should be: PAF, Comment manager (PFA _voice_main v3.9), PFA v3.9.x right? Could it be possible that a mod that doesn't conflict with PFA v3.8 could end up conflicting with v3.9x ? Hi, I had the problem myself. I started a new game (for different reasons not related to PAF), had the newest version of PAF and couldn't add an actor. I thought it was related to the new mod "Private Needs - Orgasm" which i have installed, too (with the included patch). But after a restart of the game and even with the PNO mod activated i was able to add actors again. No Idea what the reason was, that i couldn't add an actor before. Just wanted to share this info, although it doesn't help.....
The Blacksmith Posted February 17, 2025 Posted February 17, 2025 Can I add sound to PAF/PFA? If I add sound clips poopfart4.wav or fart_6.wav will the game recognize them?
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 38 minutes ago, The Blacksmith said: Can I add sound to PAF/PFA? If I add sound clips poopfart4.wav or fart_6.wav will the game recognize them? yeah if you set up a sound marker and related files into an esp, and in script call MySoundMarker.Play(Mynewsounds) or you could just overwrite pfa/pafs wav files with yours. and whenever pfa calls on sounds to play it play yours instead. just keep in mind pfa use paf sounds for normal non sick stuff and pfa's sickly sounds for sick. I think pfa minidump sounds are used in the fart blunder skits.
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 (edited) 1 hour ago, Battlestar1965 said: Hi, I had the problem myself. I started a new game (for different reasons not related to PAF), had the newest version of PAF and couldn't add an actor. I thought it was related to the new mod "Private Needs - Orgasm" which i have installed, too (with the included patch). But after a restart of the game and even with the PNO mod activated i was able to add actors again. No Idea what the reason was, that i couldn't add an actor before. Just wanted to share this info, although it doesn't help..... Cross hair refs are attained via skse Actor target = Game.GetCurrentCrosshairRef() as Actor ; is skse addon function, so if bad skse install maybe it wont work or for some reason in new game it dont work ? I cannot see another reason as adding actor would fail unless just trying to add an invalid actor also this check comes Paf_main script and it references comment manger script to run a valid check - so if you have incorrect PFAVoicePackMain installed - PAF_main script gets CM reference from player load game on PAF_Player script which checks CM version it its out of bounds, PAF_Player will give PAF_Main a none - could cause a false when PAF_Main adds actor. so make sure all files are up todate - can check CM is found in PFA mcm . . .Oh shit ! I think I just figured it out. Maybe - its in the gotta sleep first bit before cm get initialized - it may have something to do with it as in if you havnt slept yet and initialized comments. I'll have dig deep to see for sure. Edited February 17, 2025 by Dg75
The Blacksmith Posted February 17, 2025 Posted February 17, 2025 (edited) 26 minutes ago, Dg75 said: yeah if you set up a sound marker and related files into an esp, and in script call MySoundMarker.Play(Mynewsounds) or you could just overwrite pfa/pafs wav files with yours. and whenever pfa calls on sounds to play it play yours instead. just keep in mind pfa use paf sounds for normal non sick stuff and pfa's sickly sounds for sick. I think pfa minidump sounds are used in the fart blunder skits. damn I wish I knew how to do this, I got some really good sound clips! going to overwrite the 3 and 5 sounds for now, but I got like 30 good ones if you ever want to add more Edited February 17, 2025 by The Blacksmith
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 1 minute ago, The Blacksmith said: damn I wish I knew how to do this, I got some really good sound clips! going to overwrite the 3 and 5 sounds for now, but I got like 30 good ones if you ever want to add more Sure. Be really nice if you could set them up in a addon patch. Sounds are really easy to set up with xedit, see pfa sound records or sexlabs sound records for reference on how they work or if you want you can pack them up and send to me and I could create the patch .
The Blacksmith Posted February 17, 2025 Posted February 17, 2025 (edited) Here are some sounds, if you like them feel free to use them. Some of them have moans. I added fades to the beginning and end of them all. I packed both the PAF sounds and the PFA sounds in the same folder, I'm sure you know that though Also I probably should have put more thought into which sounds were actual "super dump" sounds. I just renamed some of the other poopfart and fart_ sounds I had so they would show up in the game as fart blunders. Edited February 17, 2025 by The Blacksmith x
Dg75 Posted February 17, 2025 Author Posted February 17, 2025 2 hours ago, Battlestar1965 said: Hi, I had the problem myself. I started a new game (for different reasons not related to PAF), had the newest version of PAF and couldn't add an actor. I thought it was related to the new mod "Private Needs - Orgasm" which i have installed, too (with the included patch). But after a restart of the game and even with the PNO mod activated i was able to add actors again. No Idea what the reason was, that i couldn't add an actor before. Just wanted to share this info, although it doesn't help..... Yup I have verified if starting new game or new install of PFA. You must sleep first to initialize CM script So if trying to add actors before its been initialized will result in failure. So for now sleep fist get it initialized before trying to add actors, I'll look into a fix. Unfortunately that fix will probably mean editing PAF_Main script which PNO's pfa patch would need updated for it as it overwrites PAF_Main script. or can just leave as is - got to sleep first before adding actors - is not so bad is it ? I'll let you guys make that call !
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