Harry Smackmeat Posted May 2, 2024 Posted May 2, 2024 (edited) On 4/30/2024 at 10:15 PM, Dg75 said: If you have installed Sexlab Utility and didn't run the clean system in sexlab like its mod page instructed to do You may have a hard time with the sextalk feature. I ran into this on an early test save I had made before installing sexlab utility, and later after installing it I decided to load that test save to test sextalk and forgot to run the clean system. I got alot wonk until remembering I had installed the Sexlab utility. Anyways just saying running Sexlabs Clean system fixed it for me, just remember to export you config, then after cleaning, import it back in.  Depending on when you end animation the sextalk usualy lags a bit longer. Maybe alittle IN immersive. Not sure how to fix that though except I try to time ending the anim just after a sextalk comment then it stops when supposed to.  I'm currently in the process making the latest update... from 16440 to the 1170 lol, I got a lot of fricking mods to go through.   I don't have Sexlab Utility installed. Isn't that just for a massive prison overhaul mod or something?   Spoiler Gotta leave the door open when u shit in eastmarch, because smart phones haven't been invented yet to pass the time and eastmarch is gorgeous so u wanna look at it.  Edited May 2, 2024 by Harry Smackmeat
Dg75 Posted May 2, 2024 Author Posted May 2, 2024 (edited) 35 minutes ago, Harry Smackmeat said:  I don't have Sexlab Utility installed. Isn't that just for a massive prison overhaul mod or something? No you are thinking of SUM Skyrim utility and yeah that's for Prison overhaul. I was talking about Sexlab Utility or I guess its better known as OsmelMC Tweaks. If you aren't using it You may want to check it out.  Pfa needs to communicate with sexlab dureing a sex scene. If the player is involved or if a follower is involved Sexlab returns the needed data(Tags involved) for pfa and comment manager to procsess sextalk. If any lag in this process then sextalk may not work correctly. So It pretty much depends on how well your sexlab runs on your rig, or if got some other mods bogging stuff down... The OsmelMC tweeks pretty much overwrights sextalk scripts, and if the sexlab wasn't reset(clean system) after installing the tweeks then PFA has a hell of time communicating with Sexlab for whatever reason... LOL Wish I could help you more. Edited May 2, 2024 by Dg75 1
yacky91 Posted May 20, 2024 Posted May 20, 2024 On 5/2/2024 at 1:24 PM, Dg75 said: No you are thinking of SUM Skyrim utility and yeah that's for Prison overhaul. I was talking about Sexlab Utility or I guess its better known as OsmelMC Tweaks. If you aren't using it You may want to check it out.  Pfa needs to communicate with sexlab dureing a sex scene. If the player is involved or if a follower is involved Sexlab returns the needed data(Tags involved) for pfa and comment manager to procsess sextalk. If any lag in this process then sextalk may not work correctly. So It pretty much depends on how well your sexlab runs on your rig, or if got some other mods bogging stuff down... The OsmelMC tweeks pretty much overwrights sextalk scripts, and if the sexlab wasn't reset(clean system) after installing the tweeks then PFA has a hell of time communicating with Sexlab for whatever reason... LOL Wish I could help you more. Do you recommend we re-run the OsmelMC Tweaks cleaning system after installing your PAF fixes? Or you say we clean after every new SL script modsÂ
Dg75 Posted May 21, 2024 Author Posted May 21, 2024 21 hours ago, yacky91 said: Do you recommend we re-run the OsmelMC Tweaks cleaning system after installing your PAF fixes? Or you say we clean after every new SL script mods If you have OsmelMC Tweaks installed, and having issues with the PFS's SexTalk and have not ran the Clean system then yes.  OsmelMC Tweaks is not required for sexlab or PFA, but the extended option it offers allows for sexlab to load more animations, and its mod page give instructions to run the clean system in sexlab. I think you only need to do it once when first installing OsmelMC Tweaks on an existing save. I just forgot to do it when loading up an earlier test save, and had issues with sextalk. the clean system fixed it for me. I'm not really even sure if that was the culprit or not, but shit started working after I ran it so...  If you aren't using sextalk or aren't having issues with it then no worries.
yacky91 Posted May 23, 2024 Posted May 23, 2024 On 5/20/2024 at 10:51 PM, Dg75 said: If you have OsmelMC Tweaks installed, and having issues with the PFS's SexTalk and have not ran the Clean system then yes.  OsmelMC Tweaks is not required for sexlab or PFA, but the extended option it offers allows for sexlab to load more animations, and its mod page give instructions to run the clean system in sexlab. I think you only need to do it once when first installing OsmelMC Tweaks on an existing save. I just forgot to do it when loading up an earlier test save, and had issues with sextalk. the clean system fixed it for me. I'm not really even sure if that was the culprit or not, but shit started working after I ran it so...  If you aren't using sextalk or aren't having issues with it then no worries. Ahh ok, one more question, does it detect Devious Devices NG? I know it does for DD 5.2 one with your fix.Â
Dg75 Posted May 24, 2024 Author Posted May 24, 2024 8 hours ago, yacky91 said: Ahh ok, one more question, does it detect Devious Devices NG? I know it does for DD 5.2 one with your fix. PFA doesn't actually look for DD, but rather Two of DD's keywords zad_DeviousPlug, and zad_Lockable via SKSe's GetKeyword function as long as the NG still use those keywords then yes.. I haven't tested it couldn't tell you for sure
yacky91 Posted May 24, 2024 Posted May 24, 2024 11 hours ago, Dg75 said: PFA doesn't actually look for DD, but rather Two of DD's keywords zad_DeviousPlug, and zad_Lockable via SKSe's GetKeyword function as long as the NG still use those keywords then yes.. I haven't tested it couldn't tell you for sure Ok I checked, new save with Devious NG and PAF shows DD installed, so it's all good.
Battlestar1965 Posted May 27, 2024 Posted May 27, 2024 (edited) Hello. First let me thank you that you are continuing the work on this mod.  I seem to have a small problem with the followers. First I need to go back a little bit and explain. The mod seemed to work properly, i didn't had a follower in the beginning, but it looked like everything was working correctly. I had the "Sextalk" commentary and everything. Then I installed OsmelMC Sexlab Utility , cleaned the system and so on. After a while i noticed that the comments were gone (Yes, I did sleep in between....). The second thing I noticed was, that my follower, which i added as an actor, wasn't tracked properly. It was always like "Does not need to PAF" or something like "very little pressure" but never getting to step 2, 3 or 4. After a while the follower is just at step 0 again. In the game i never noticed that the follower did need to go to the toilet... I figured, when starting to track an actor at the same time when i started to "track" my needs, they should always be roughly at the same step. Anyways, since it didn't feel correct, and the comments were missing, too, i decided to remove Sexlab Utility and the whole PAF system including the Main Mod. I cleaned my save file (even with resaver) and started all over again. I did not install Sexlab Utility at this point. The Comments are back now, that's great, but the tracking of actors still seem not to work properly.  I have to add, that I'm playing my game at timescale 6, not 20, if this is important. The Pee time setting in the menu is set to 6 or 8, and the poop time setting is set to 12. These settings seem to be more realistic at timescale 6. Edited May 27, 2024 by Battlestar1965
Dg75 Posted May 27, 2024 Author Posted May 27, 2024 19 hours ago, Battlestar1965 said: Hello. First let me thank you that you are continuing the work on this mod.  I seem to have a small problem with the followers. First I need to go back a little bit and explain. The mod seemed to work properly, i didn't had a follower in the beginning, but it looked like everything was working correctly. I had the "Sextalk" commentary and everything. Then I installed OsmelMC Sexlab Utility , cleaned the system and so on. After a while i noticed that the comments were gone (Yes, I did sleep in between....). The second thing I noticed was, that my follower, which i added as an actor, wasn't tracked properly. It was always like "Does not need to PAF" or something like "very little pressure" but never getting to step 2, 3 or 4. After a while the follower is just at step 0 again. In the game i never noticed that the follower did need to go to the toilet... I figured, when starting to track an actor at the same time when i started to "track" my needs, they should always be roughly at the same step. Anyways, since it didn't feel correct, and the comments were missing, too, i decided to remove Sexlab Utility and the whole PAF system including the Main Mod. I cleaned my save file (even with resaver) and started all over again. I did not install Sexlab Utility at this point. The Comments are back now, that's great, but the tracking of actors still seem not to work properly.  I have to add, that I'm playing my game at timescale 6, not 20, if this is important. The Pee time setting in the menu is set to 6 or 8, and the poop time setting is set to 12. These settings seem to be more realistic at timescale 6. I never played at a modified timescale, so I can't tell you for certain if that's a problem or not. PFA, PAF, and CM, and a slew of every scripted mod tracks time likely via the GameDaysPassed Global variable, so if modding the timescale screws with the global.... Probably unlikely, but may be bad.. I am assuming you talking about Skyrims timescale and not just Pee and Farts mcm options.  Fast traveling often could be resetting their states or if PFA detects the follower's 3d isn't loaded when it updates, will zero out their states. If still an issue with followers, IDK.. may be check PFA's mcm right pane under follower and just browse the list to see if pfa see's them as a PAF tracked actor, can try removing them then adding them back through PAF Add actor. If Follower's bugged PFA try to detect this when going through loading doors or getting a cell detatch event, and will try to fix them, but only if so much time has passed and PFA is certain they are stuck.  Sexlab Utility does not conflict or break comments, as stated in above posts it may make sextalk feature lag if the clean system wasn't performed when installing it. So if your comments are broken, its not because of OsmelMC tweeks.  Make sure Comment Manager MCM is loaded, and try turning comments off(this stops the quest) then exit mcm and go back in and turn comments back on. Should get a notification Comment Manger Initialized. Go into PFA's mcm look to the right pane lower end PFA's mcm in the version check, should say "Compatible: Comment Manager 3.0.0 found." or something, otherwise you have install issues. For comments to work you should have PFA_VoicePack_Main which is the numerical named in the downloads section. and the MaleVariants(optional if player follower is male)  What Game version are on ?  I am currently testing an Update to PFA that tweeks/fixes some stuff, will be ready soon.  1
Battlestar1965 Posted May 28, 2024 Posted May 28, 2024 (edited) 3 hours ago, Dg75 said: I never played at a modified timescale, so I can't tell you for certain if that's a problem or not. PFA, PAF, and CM, and a slew of every scripted mod tracks time likely via the GameDaysPassed Global variable, so if modding the timescale screws with the global.... Probably unlikely, but may be bad.. I am assuming you talking about Skyrims timescale and not just Pee and Farts mcm options.  Fast traveling often could be resetting their states or if PFA detects the follower's 3d isn't loaded when it updates, will zero out their states. If still an issue with followers, IDK.. may be check PFA's mcm right pane under follower and just browse the list to see if pfa see's them as a PAF tracked actor, can try removing them then adding them back through PAF Add actor. If Follower's bugged PFA try to detect this when going through loading doors or getting a cell detatch event, and will try to fix them, but only if so much time has passed and PFA is certain they are stuck.  Sexlab Utility does not conflict or break comments, as stated in above posts it may make sextalk feature lag if the clean system wasn't performed when installing it. So if your comments are broken, its not because of OsmelMC tweeks.  Make sure Comment Manager MCM is loaded, and try turning comments off(this stops the quest) then exit mcm and go back in and turn comments back on. Should get a notification Comment Manger Initialized. Go into PFA's mcm look to the right pane lower end PFA's mcm in the version check, should say "Compatible: Comment Manager 3.0.0 found." or something, otherwise you have install issues. For comments to work you should have PFA_VoicePack_Main which is the numerical named in the downloads section. and the MaleVariants(optional if player follower is male)  What Game version are on ?  I am currently testing an Update to PFA that tweeks/fixes some stuff, will be ready soon.   Thanks for your reply  I was thinking myself, that maybe sleeping, going through a door with cell change may interrupt the tracking of the follower. I never fast travel other than using the carriage and ferrys mod. In earlier games, before your addon was available, i never had these issues with the follower tracking stuff. It always worked. Like when my PC was sleeping through the night, in the morning my PC had to PaF, and so did the follower(s). This is not happening anymore. And I used the same timescale settings (both game timescale and PAF timer settings) in the earlier games.  So, I will test several things now: testing without your addon (although i hate to deactivate it, because i really like the commentary stuff....), reinstalling Sexlab Utilities and see what will happen. But this will take some time, because right now i don't have a follower ingame, and it could take some time before i get a new follower.  BTW, don't see my comments as criticism about your addon. I really appreciate what you're doing, and hope you continue. Edited May 28, 2024 by Battlestar1965
Dg75 Posted May 29, 2024 Author Posted May 29, 2024 (edited) 23 hours ago, Battlestar1965 said:  Thanks for your reply  I was thinking myself, that maybe sleeping, going through a door with cell change may interrupt the tracking of the follower. I never fast travel other than using the carriage and ferrys mod. In earlier games, before your addon was available, i never had these issues with the follower tracking stuff. It always worked. Like when my PC was sleeping through the night, in the morning my PC had to PaF, and so did the follower(s). This is not happening anymore. And I used the same timescale settings (both game timescale and PAF timer settings) in the earlier games.  So, I will test several things now: testing without your addon (although i hate to deactivate it, because i really like the commentary stuff....), reinstalling Sexlab Utilities and see what will happen. But this will take some time, because right now i don't have a follower ingame, and it could take some time before i get a new follower.  BTW, don't see my comments as criticism about your addon. I really appreciate what you're doing, and hope you continue.  On the contrary sleeping or going through a cell door triggers a cell detatch event that PFA utilizes and fixes bugged followers.  I ran into similar issue you are having, I just updated my skyrim to v 1170 and was having some issues with Shalidor's Mirror mod calling Po3's Papy Extender functions was giving me CDT's, Turns out I was missing a Required file for Shalidor's Mirror, Spell Extender. Point is I think I may have gotten Stacks dumped and caused Comment Manager to fail to reset a Global Variable "DAG_BWCallState". This Global should only ever have value when a comment is already playing, and upon completion it reset to 0. Otherwise any new comment pushing to play will detect value on it and after a small waitlock will fail. PFA v 3.04 update fixes by reseting the Global in the waitlock if it should fail. The comment that was pushing will still fail, but the next one that pushes should pass. The CM scripts are fine as in I found no reason why DAG_BWCallState global would fail to reset, but upon testing it for value when I knew it shouldn't have value Leeds me to believe My Papyrus engine took a dump and borked the global... This can happen if haveing issues with script heavy mods... I do not think PFA had anything to do with it. Anyways this update should detect that and fix the global if stuck or you could test/fix via console  You shouldn't have to but just in case. You can get and set this Global via console. Open the console and type,> GetGlobalValue DAG_BWCallState <  ;without the > <. if no comment is currently happening it should not have value. if it does, Type > set DAG_BWCallState to 0 <  ;type exactly as you see between the > <. this will fix comments being stuck. assuming your install is all good.  As for Followers states being stuck I set a Lock, PFA_PafLock global Variable. if it has value it stops Paf's NPC script's OnUpdate event from ticking Follower functions. This a failsafe to prevent Idles and paffing functions stacking atop an already paffing actor. Each Tracked actor that gets Paf assignment increments 1 to this value, and each tracked actor that completes their paf assignment deducts 1 from the value so as when all done the Global PFA_PafLock sets to 0. PFA detects if Paf lock has been set too long, and will reset the vars...This happens on the PAF_NPC script OnUpdate event So if PFA is not doing that, It means the Update event registration chain was broken. It must register for a single update each iteration. So something screwed the pooch and the chain got broken, and no OnUpdate Event.  This should never happen, but if it did it probably because of a stack dump(Papyrus engine becoming overloaded in Q) PFA v 3.04 now listens for this should happen and re - registers the UpDate to kick start back via its own CellDetatch event mentioned above. Then PFA will immediately fix any stuck followers, although be warned they will probably shit themselves as their paf state will probably be high.  to check, again shouldnt have to as this update should fix it, but just in case Using the above console example to check the Global variable PFA_PafLock will tell you if the lock is stuck. GetGlobalValue PFA_PafLock ;should be 0 if no followers currently paffing. although setting this value to 0 may be inadequate to fix it as their be a few different vars that are associated with followers going, and they all would need to be reset. The Function "PAF_NPCQuest.Reset_PafLock()" accomplishes this, but I don't think Papyrus functions can be called via console.  I have been rolling with this update for some time now, and everything is working hunky dory for me. Hope this helps.    Edited May 29, 2024 by Dg75
Battlestar1965 Posted May 29, 2024 Posted May 29, 2024 9 hours ago, Dg75 said:  On the contrary sleeping or going through a cell door triggers a cell detatch event that PFA utilizes and fixes bugged followers.  I ran into similar issue you are having, I just updated my skyrim to v 1170 and was having some issues with Shalidor's Mirror mod calling Po3's Papy Extender functions was giving me CDT's, Turns out I was missing a Required file for Shalidor's Mirror, Spell Extender. Point is I think I may have gotten Stacks dumped and caused Comment Manager to fail to reset a Global Variable "DAG_BWCallState". This Global should only ever have value when a comment is already playing, and upon completion it reset to 0. Otherwise any new comment pushing to play will detect value on it and after a small waitlock will fail. PFA v 3.04 update fixes by reseting the Global in the waitlock if it should fail. The comment that was pushing will still fail, but the next one that pushes should pass. The CM scripts are fine as in I found no reason why DAG_BWCallState global would fail to reset, but upon testing it for value when I knew it shouldn't have value Leeds me to believe My Papyrus engine took a dump and borked the global... This can happen if haveing issues with script heavy mods... I do not think PFA had anything to do with it. Anyways this update should detect that and fix the global if stuck or you could test/fix via console  You shouldn't have to but just in case. You can get and set this Global via console. Open the console and type,> GetGlobalValue DAG_BWCallState <  ;without the > <. if no comment is currently happening it should not have value. if it does, Type > set DAG_BWCallState to 0 <  ;type exactly as you see between the > <. this will fix comments being stuck. assuming your install is all good.  As for Followers states being stuck I set a Lock, PFA_PafLock global Variable. if it has value it stops Paf's NPC script's OnUpdate event from ticking Follower functions. This a failsafe to prevent Idles and paffing functions stacking atop an already paffing actor. Each Tracked actor that gets Paf assignment increments 1 to this value, and each tracked actor that completes their paf assignment deducts 1 from the value so as when all done the Global PFA_PafLock sets to 0. PFA detects if Paf lock has been set too long, and will reset the vars...This happens on the PAF_NPC script OnUpdate event So if PFA is not doing that, It means the Update event registration chain was broken. It must register for a single update each iteration. So something screwed the pooch and the chain got broken, and no OnUpdate Event.  This should never happen, but if it did it probably because of a stack dump(Papyrus engine becoming overloaded in Q) PFA v 3.04 now listens for this should happen and re - registers the UpDate to kick start back via its own CellDetatch event mentioned above. Then PFA will immediately fix any stuck followers, although be warned they will probably shit themselves as their paf state will probably be high.  to check, again shouldnt have to as this update should fix it, but just in case Using the above console example to check the Global variable PFA_PafLock will tell you if the lock is stuck. GetGlobalValue PFA_PafLock ;should be 0 if no followers currently paffing. although setting this value to 0 may be inadequate to fix it as their be a few different vars that are associated with followers going, and they all would need to be reset. The Function "PAF_NPCQuest.Reset_PafLock()" accomplishes this, but I don't think Papyrus functions can be called via console.  I have been rolling with this update for some time now, and everything is working hunky dory for me. Hope this helps.     This is some usefull info....Thank You, testing now.... Â
xxdarkguy Posted May 30, 2024 Posted May 30, 2024 Hello, I'm having trouble with enabling the Sex Talk feature on the MCM. I have installed the Comment Manager / Male voice packs through your mega download link. (I don't have the original Comment Manager installed per the instructions). I have it all installed and it shows up on my MCM. Â However, when I try enabling the Sex Talk option in the PAF Fixes and Addons, nothing happens. It won't enable it. Â I tried rebuilding sexlab, I tried using the Recreate option in the Comment Manager MCM, and I've tried reinstalling. Any ideas on how to get this option to work? Thank you!!
Battlestar1965 Posted May 30, 2024 Posted May 30, 2024 (edited) 7 hours ago, xxdarkguy said: Hello, I'm having trouble with enabling the Sex Talk feature on the MCM. I have installed the Comment Manager / Male voice packs through your mega download link. (I don't have the original Comment Manager installed per the instructions). I have it all installed and it shows up on my MCM. Â However, when I try enabling the Sex Talk option in the PAF Fixes and Addons, nothing happens. It won't enable it. Â I tried rebuilding sexlab, I tried using the Recreate option in the Comment Manager MCM, and I've tried reinstalling. Any ideas on how to get this option to work? Thank you!! You need to sleep (your PC....) before the script (?) kicks in....After you've slept you can activate the "sex talk" feature in the MCM.... Edited May 30, 2024 by Battlestar1965
Dg75 Posted May 30, 2024 Author Posted May 30, 2024 (edited) The 3.04 update, is for the main PFA and voicepack main, both got updated. this is a hot fix, as I'm still working some some tweaks so any suggestions are always welcome!  3.05 will be ready soon  ;so far I tweaked if npc looks for toilet and fails they have an accident on self rather pulling their britches down mid town..  if they are in accident state and if their is a toilet nearby or a latrine, they at least try to make their instead of accident on self.   but they have much reduced allotted time to get sit state at a toilet if they already in accident state.    The main npc function, it runs in a while loop so follower state is less than 3 they get skipped   and was only processing followers with at least state 3, then shit gets locked down while they are paffing  immediately after they get done, the main function ticks again and gets the another follower that had less than 3 state earlier  that is now just made state 3, so begins again they get processed. .. this was happening a lot to me as their states some times are  to offset so as they don't get all included when I feel like they should have been.   so I added a Sync bool(experimental) the first actor to have a state of 3 or more sets the sync to true  then any actor checked after within the same read can have a state of 2 or more and still get included.  then the while function shuts down and locks and they can all paf together  I know some of the commentary needs work, especially Female even toned, to me it sounds awful, the pitch is completely off.  I'm not fluent in audicity or editing sound files so I've been trying my best to ignore it  I need more commentary options to say, both sextalk and paffing, any suggestions are welcome or if anyone  wants to make a go at a their own patch for any commentary are more than welcome, can find api and usage instructions  on the comment Manager's main page here on LL - Modders resource file.  If your needing source files to compile PFA 3.04 + I have the source you are missing, COBW integration was included with pfa 3.04 +, except the mod Curses of a BloodWhore isn't yet uploaded anywhere, its been wrote/play tested re optimized going on 4 times now, and currently play testing for finalization I hope. Soon Now! so if you need them let me know. You shouldn't need these source files for Comment Manager or PFAVoicePack main  Edited May 30, 2024 by Dg75
snitch123 Posted May 30, 2024 Posted May 30, 2024 5 hours ago, Dg75 said: The 3.04 update, is for the main PFA and voicepack main, both got updated. this is a hot fix, as I'm still working some some tweaks so any suggestions are always welcome!  3.05 will be ready soon  ;so far I tweaked if npc looks for toilet and fails they have an accident on self rather pulling their britches down mid town..  if they are in accident state and if their is a toilet nearby or a latrine, they at least try to make their instead of accident on self.   but they have much reduced allotted time to get sit state at a toilet if they already in accident state.    The main npc function, it runs in a while loop so follower state is less than 3 they get skipped   and was only processing followers with at least state 3, then shit gets locked down while they are paffing  immediately after they get done, the main function ticks again and gets the another follower that had less than 3 state earlier  that is now just made state 3, so begins again they get processed. .. this was happening a lot to me as their states some times are  to offset so as they don't get all included when I feel like they should have been.   so I added a Sync bool(experimental) the first actor to have a state of 3 or more sets the sync to true  then any actor checked after within the same read can have a state of 2 or more and still get included.  then the while function shuts down and locks and they can all paf together  I know some of the commentary needs work, especially Female even toned, to me it sounds awful, the pitch is completely off.  I'm not fluent in audicity or editing sound files so I've been trying my best to ignore it  I need more commentary options to say, both sextalk and paffing, any suggestions are welcome or if anyone  wants to make a go at a their own patch for any commentary are more than welcome, can find api and usage instructions  on the comment Manager's main page here on LL - Modders resource file.  If your needing source files to compile PFA 3.04 + I have the source you are missing, COBW integration was included with pfa 3.04 +, except the mod Curses of a BloodWhore isn't yet uploaded anywhere, its been wrote/play tested re optimized going on 4 times now, and currently play testing for finalization I hope. Soon Now! so if you need them let me know. You shouldn't need these source files for Comment Manager or PFAVoicePack main  Since you're probably about to be rooting around in CM.. I did use the voice for the player for a bit and noticed a slight line mismatch. On leaking accident the player character might say - "Ha ha, more farts for the blunder". Guessing that one was meant for the poop features or blunder feature ? Either way seems to trigger on leak accident on regular basis at the moment.
Dg75 Posted May 30, 2024 Author Posted May 30, 2024 (edited) 2 hours ago, snitch123 said: Since you're probably about to be rooting around in CM.. I did use the voice for the player for a bit and noticed a slight line mismatch. On leaking accident the player character might say - "Ha ha, more farts for the blunder". Guessing that one was meant for the poop features or blunder feature ? Either way seems to trigger on leak accident on regular basis at the moment. LOl yeah I know. I was going to remove it a few updates ago, but forgot about it. Its meant for the fart blunder system, I originally put in their back before I had any leek comments.. I will get it removed, maybe replace with something new.  is it just during leek accident, was you using keydown and shift to force leek or normal leek beacuse of state 4 I'm trying to remember where all I placed the comment  Edit I'm only finding it as a player reply if in location and replying to a npc making comment. Done! Removed callstate 188, relpaced with some others maybe a little more appropriate. If I get into making new lines I'll try and something specific for this.  Edited May 31, 2024 by Dg75 1
Battlestar1965 Posted June 1, 2024 Posted June 1, 2024 (edited) On 5/29/2024 at 1:57 PM, Battlestar1965 said: Â This is some usefull info....Thank You, testing now.... Â Hello...I'm back.....took a while. So, I'm not entirely sure if everything is working. The tracking of my "direct" Follower works as intended, i guess. Tracking of NPC's that are NOT my direct followers (I mean NPCs that might have or might not have been my followers, but were added to the tracked NPC's list) is not working. They are in the tracked NPC list, but are actually not tracked, meaning their status doesn't change, it's always step "0". But my direct follower is being tracked correctly. Â I have comments from the comment manager, I'm just not sure i have all of the comments. I have comments during PAFing in the wilderness about if it's a safe place or not , I have comments between my PC and the follower when one of them farts (quite funny actually, especially due to the robotic voice....), i have the comment that happens when a cell change (?) occurs (something like " What happens in the past, stays in the past"). But I seem not to have the sextalk comments, although the checkmark is checked. But this I'm not sure entirely sure about. Need to have sex again....soon... . . . ok...had sex....comments are working..... Thank You!! Edited June 1, 2024 by Battlestar1965
Dg75 Posted June 2, 2024 Author Posted June 2, 2024 On 6/1/2024 at 1:50 AM, Battlestar1965 said: Hello...I'm back.....took a while. So, I'm not entirely sure if everything is working. The tracking of my "direct" Follower works as intended, i guess. Tracking of NPC's that are NOT my direct followers (I mean NPCs that might have or might not have been my followers, but were added to the tracked NPC's list) is not working. They are in the tracked NPC list, but are actually not tracked, meaning their status doesn't change, it's always step "0". But my direct follower is being tracked correctly.  I have comments from the comment manager, I'm just not sure i have all of the comments. I have comments during PAFing in the wilderness about if it's a safe place or not , I have comments between my PC and the follower when one of them farts (quite funny actually, especially due to the robotic voice....), i have the comment that happens when a cell change (?) occurs (something like " What happens in the past, stays in the past"). But I seem not to have the sextalk comments, although the checkmark is checked. But this I'm not sure entirely sure about. Need to have sex again....soon... . . . ok...had sex....comments are working..... Thank You!! Sorry for the late reply, I've been away all weekend. .. Yeah! as far as Non-follower npc's, they can be tracked but if they dont have their 3dloaded then they will just get reset every time the check occurs. Otherwise running the animation functions on them if they aren't loaded will fail and do nothing anyways. So you can add per say any NPC as a Paf-tracked actor, but if expecting paffing behavior(their states getting updated) they need to be loaded and active in the game. The first time their AI package sends them home or into an unloaded cell, their states would probably reset to zero like they just went paf. The script isn't really set up to accommodate tracking non followers, I could make one do that, but you need to understand that would be extra tracking and could cause a performance hit. This is why I personally use the Dooty mod, because they are NPC friendly and NPC's use them as part of their regular sandbox packages.
Battlestar1965 Posted June 3, 2024 Posted June 3, 2024 6 hours ago, Dg75 said: Sorry for the late reply, I've been away all weekend. .. Yeah! as far as Non-follower npc's, they can be tracked but if they dont have their 3dloaded then they will just get reset every time the check occurs. Otherwise running the animation functions on them if they aren't loaded will fail and do nothing anyways. So you can add per say any NPC as a Paf-tracked actor, but if expecting paffing behavior(their states getting updated) they need to be loaded and active in the game. The first time their AI package sends them home or into an unloaded cell, their states would probably reset to zero like they just went paf. The script isn't really set up to accommodate tracking non followers, I could make one do that, but you need to understand that would be extra tracking and could cause a performance hit. This is why I personally use the Dooty mod, because they are NPC friendly and NPC's use them as part of their regular sandbox packages.  Yes, I understand and i was expecting that something like what you explained was the reason. All Ok....
MEyahMegusta Posted June 5, 2024 Posted June 5, 2024 PAF fixes and Addons-v3.0.4.7z, this version of the file causes the regular PAF MCM to never load or appear. Prior versions seem fine?
Battlestar1965 Posted June 5, 2024 Posted June 5, 2024 9 hours ago, MEyahMegusta said: PAF fixes and Addons-v3.0.4.7z, this version of the file causes the regular PAF MCM to never load or appear. Prior versions seem fine? Hi....i myself have no problems with the regular PAF MCM in combination with the 3.0.4 version of the PAF fixes and addons....You could try either this console command "setstage SKI_ConfigManagerInstance 1" (without the quotes), this will refresh the MCM. Or You could install this little nifty mod : Jaxonz MCM Kicker SE ( https://www.nexusmods.com/skyrimspecialedition/mods/36801?tab=description )
Dg75 Posted June 5, 2024 Author Posted June 5, 2024 21 hours ago, MEyahMegusta said: PAF fixes and Addons-v3.0.4.7z, this version of the file causes the regular PAF MCM to never load or appear. Prior versions seem fine? Hmm that's odd. Try what BattleStar1965 suggest above. If that doesn't get it and if first time Paf and PFA see's your savefile try loading PAF first beforre PFA and see if the mcm loads, then load PFA. It really shouldn't have anything to do with PAF's mcm, except some of the PFA scripts do look into it as a read only thing, nothing PFA, edits or overwrites PAF MCM. Besides Sky registering a new MCM largely depends on SKY UI getting its update and not little ole PFA mod.
Dg75 Posted June 8, 2024 Author Posted June 8, 2024 (edited) PFA 3.0.5 is here! Just some miner tweaks. Updated PFA_VoicePack_Main-v3.0.3, tweaked the comments a bit.  Be sure to read in the Update spoiler on the main Page.  EDIT: Crap I forgot to update Comment Manager script with added comments response time. Not a big big deal, but the 4 added comments for fart blunder will use the default response time witch may not work so good. Means they may get cutt-off by another comment. Sooo! I'm uploading the fix to Mega right now. I'll up the link in the downloads as soon as I got it. it will be for PFA_VoicePack_Main-v3.0.4   Sorry !  Edit: okay Its in. Pfa_VoicePackMain-v3.0.4, link is the cykB1RaQ in the DownLoads. Once installed and in game, open the Comment Manager MCM and tick the Re-Create option. It has to rebuild a List. Edited June 9, 2024 by Dg75
JustON/OFF Posted June 9, 2024 Posted June 9, 2024 (edited) Hey @Dg75, I just read you have the source scripts for COBW. I want to turn the comment manager and the PFA esps into esl and for that i need to recompile some scripts from this mod. When compiling tho I always wondered why it needs something along the lines of 'bw_cobw' and a google search returned nothing... so can i ask kindly if you could provide these so I can recompile the scripts successfully? Edited June 9, 2024 by JustON/OFF
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