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PAF Fixes and Addons


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Posted (edited)

Hello again,

 

Is there a UBE patch anywhere for the dirt texture? I just upgraded to UBE 2.0 and am missing that beautiful stain!

 

edit, looks like the pee isnt visible when using UBE either, unless its my enb messing with the visuals or something

Edited by The Blacksmith
Posted
On 2/14/2025 at 12:42 PM, Dez65 said:

Love your mod!  I installed it because it is an unstated requirement for BISR to remove PAF dirt.  I'm on 1.5.97, though, and even with BEES installed, I get frequent freezes (as opposed to fullblown CTDs) with it in my load order on a new game.  I removed PFA and BISR and rolled back to just PAF 4.0 and BIS on another new game and haven't had any freeze-ups.  

 

I know your recommendation is to update to AE, but I'm too lazy right now to vet over a thousand working mods on my 1.5.97 game.  

 

Unfortunatetly, the freeze ups don't produce a log.  If it matters, my rig has an Nvidia RTX 4080, 32 GBs RAM and an  i9-9900K CPU so I don't think its a memory/minimum requirements problem.

 

Have others playing 1.5.97 reported freeze-ups with PFA/BISR installed?  If so, do you think this is because we're playing the older game version or is there some other culprit that could be fixed without me getting off my ass and updating?

 

Could just be an old save, they start to bog down after a while with script heavy mods

Posted
On 2/14/2025 at 11:42 AM, Dez65 said:

Love your mod!  I installed it because it is an unstated requirement for BISR to remove PAF dirt.  I'm on 1.5.97, though, and even with BEES installed, I get frequent freezes (as opposed to fullblown CTDs) with it in my load order on a new game.  I removed PFA and BISR and rolled back to just PAF 4.0 and BIS on another new game and haven't had any freeze-ups.  

 

I know your recommendation is to update to AE, but I'm too lazy right now to vet over a thousand working mods on my 1.5.97 game.  

 

Unfortunatetly, the freeze ups don't produce a log.  If it matters, my rig has an Nvidia RTX 4080, 32 GBs RAM and an  i9-9900K CPU so I don't think its a memory/minimum requirements problem.

 

Have others playing 1.5.97 reported freeze-ups with PFA/BISR installed?  If so, do you think this is because we're playing the older game version or is there some other culprit that could be fixed without me getting off my ass and updating?

Well. I just acquired a new pc - 4070 ti, works beautifully now. Was having mass issues with freezes and occasional cdt. 

Found my culprit to be norton 360' s  game optimizer. Its a real butcher! Did some digging around and supposedly it may conflict

with windows game optimizer. Afterward uninstalling it, its been running real smooth. Thought I'd mention it. 

 

The Bees cannot be trusted to fully fix what was broken in 1.5.97 - it can put it in a runnable state but I wouldn't put much faith in it.

Update the Game! You wouldn't believe all the scripting functions that got borked on that version of skyrim when Beth made the update. 

1000 + mods, if you got that many and they don't work with updated tech then probably something wrong their too.

I know its pain in the rear, I did it with 500 mods and pretty much kept the list intact - although I did restart new game when I did it.

 

What version PFA was giving you issues ?

 

 

Posted
23 hours ago, The Blacksmith said:

Hello again,

 

Is there a UBE patch anywhere for the dirt texture? I just upgraded to UBE 2.0 and am missing that beautiful stain!

 

edit, looks like the pee isnt visible when using UBE either, unless its my enb messing with the visuals or something

I'm sorry. What is a UBE ?

Posted
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.

Posted
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.

Posted
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.

Posted (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 by Dg75
Posted
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.

Posted (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 by Dg75
Posted (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 by ghost181
Posted
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!

Posted (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 by Dg75
Posted
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

Posted (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 by ghost181
Posted
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

 

Posted
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. 

Posted
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.....

Posted
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.  

 

Posted (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 by Dg75

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