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PAF Fixes and Addons


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Posted (edited)

Thanks for the new updates !

I also just saw the update section..
And it's amazing to see Trognog replied and left you with some permissions !
About the whole .esp thing.. In my opinion:

In case you ever end up merging the two mods in some way...

 

Aside from people attached to their saves.. I'll likely be speaking mostly for the roleplayers out here, as our saves are usually a little more high effort and they take a lot more playtime...

The clean save mentioned could work and this could go preferably without losing progress or damaging saves permanently with the careful use of ReSaver and maybe some extra options. A possible layer of safety could be: introducing some way, even by using the console to kill the running scripts without them starting up again for a while to be on the safe side. E.g: stopquest commands or an MCM option to "reinstall/uninstall". 

 

Though this idea is really just more of a failsafe and likely not necessary. Even right now with base PAF I'd imagine disabling needs, untracking NPCs and then performing a full reset should make it viable for disabling and doing some ReSaver magic.  And especially since this would be less of a permanent removal and more of a reinstall, this could be a bit safer.  Besides ReSaver is more and more used even in mainstream mods lately.. It's even somewhat of a standard practice with Ostim with some major updates or in case you need to fix some issues. So more and more people are familiar with how to use it. In case not, I wouldn't really mind writing a step-by-step guide here on how to do so.


So if this could be done this way, it shouldn't be too much of a problem. A bit risky and possibly complicated for existing saves, but might save one .esp slot and makes the initial installation a little bit more simple.

 

Keeping both mods separate/possibly light PAF:

My interpretaion of Trog's asnwer is that he might consider updating in the future ? Which could separate the mods again. Or make it necessary to adapt your "copy" of core PAF that you attached to the Fixes and Addons (or whatever the "main" .esp would be). The two ESPs might be a bit of a deal for someone running a tight ship reaching the 255 limit, but, to be fair many mods these days come as ESLified by standard or have the ESL version optionally so the limit is harder to reach. 

Wonder what you mean by "light" though ? Is it more of a transfer and rework of main features of core PAF into your mod or ?... another thing that comes to mind would be stripping PAF enough to allow for ESL flag ? If that would even be possible and safe to do, that could actually scratch the itch of both of the points.. 


And to be honest the installation is not too bad. Definitely not as complicated as many LL mods.  So far simply resetting base PAF and then installing Fixes and Addons works right away with no issues if installing on an existing save with just core PAF. Starting a new save file with both already enabled literally only requires you to sleep once to fire up the Fixes and Addons part. 

 

 

But all in all, the separate mods are probably the safest and easiest option. 

Simply at the cost of additional .esp (Or rather not removing one).. Unless that ESL thing is viable. 

 

Edited by snitch123
Posted (edited)
4 hours ago, JustON/OFF said:

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?

You bet. COBW is still in development, but here is the most current Source files. You can unzip it and manual install or use Mod Manager.. 

You may have a hard time making Comment Manager an esl.  As far as PFA, you can try loading it in xedit and flag it esl should work..

  not sure why you would need to re-compile anything to make it light, but I'm no pro on that bit so good luck. Let me know if success, as I was

thinking to flag PFA light myself.

 

COBW_Source.7z

Edited by Dg75
Posted (edited)
21 hours ago, snitch123 said:

Thanks for the new updates !

I also just saw the update section..
And it's amazing to see Trognog replied and left you with some permissions !
About the whole .esp thing.. In my opinion:

In case you ever end up merging the two mods in some way...

 

Aside from people attached to their saves.. I'll likely be speaking mostly for the roleplayers out here, as our saves are usually a little more high effort and they take a lot more playtime...

The clean save mentioned could work and this could go preferably without losing progress or damaging saves permanently with the careful use of ReSaver and maybe some extra options. A possible layer of safety could be: introducing some way, even by using the console to kill the running scripts without them starting up again for a while to be on the safe side. E.g: stopquest commands or an MCM option to "reinstall/uninstall". 

 

Though this idea is really just more of a failsafe and likely not necessary. Even right now with base PAF I'd imagine disabling needs, untracking NPCs and then performing a full reset should make it viable for disabling and doing some ReSaver magic.  And especially since this would be less of a permanent removal and more of a reinstall, this could be a bit safer.  Besides ReSaver is more and more used even in mainstream mods lately.. It's even somewhat of a standard practice with Ostim with some major updates or in case you need to fix some issues. So more and more people are familiar with how to use it. In case not, I wouldn't really mind writing a step-by-step guide here on how to do so.


So if this could be done this way, it shouldn't be too much of a problem. A bit risky and possibly complicated for existing saves, but might save one .esp slot and makes the initial installation a little bit more simple.

 

Keeping both mods separate/possibly light PAF:

My interpretaion of Trog's asnwer is that he might consider updating in the future ? Which could separate the mods again. Or make it necessary to adapt your "copy" of core PAF that you attached to the Fixes and Addons (or whatever the "main" .esp would be). The two ESPs might be a bit of a deal for someone running a tight ship reaching the 255 limit, but, to be fair many mods these days come as ESLified by standard or have the ESL version optionally so the limit is harder to reach. 

Wonder what you mean by "light" though ? Is it more of a transfer and rework of main features of core PAF into your mod or ?... another thing that comes to mind would be stripping PAF enough to allow for ESL flag ? If that would even be possible and safe to do, that could actually scratch the itch of both of the points.. 


And to be honest the installation is not too bad. Definitely not as complicated as many LL mods.  So far simply resetting base PAF and then installing Fixes and Addons works right away with no issues if installing on an existing save with just core PAF. Starting a new save file with both already enabled literally only requires you to sleep once to fire up the Fixes and Addons part. 

 

 

But all in all, the separate mods are probably the safest and easiest option. 

Simply at the cost of additional .esp (Or rather not removing one).. Unless that ESL thing is viable. 

 

By light I meant flaging PFA as esl, Last I loaded PFA in the CK v 1130 it stated it could be flagged as esl. CM on the other hand cannot as far as I know.

 

Also if another mod GetFormFromFile PFA and it was made light after the fact it would break that mod's detection... But so far no mod that I know 

looks for PFA with GetFormFromFile function. 

It would be easiest to Make PFA light keeping it seperate and keep shit updated, especially if PAF ever updated. 

Trying to Integrate the two into one mod may prove to be a royal pain in the arse, but its possible.

Edited by Dg75
Posted
11 hours ago, Dg75 said:

You bet. COBW is still in development, but here is the most current Source files. You can unzip it and manual install or use Mod Manager.. 

You may have a hard time making Comment Manager an esl.  As far as PFA, you can try loading it in xedit and flag it esl should work..

  not sure why you would need to re-compile anything to make it light, but I'm no pro on that bit so good luck. Let me know if success, as I was

thinking to flag PFA light myself.

 

COBW_Source.7z 96.36 kB · 1 download

Thanks for the help, I appreciate it! The reason why I need to recompile the scripts is because some scripts like PAF_PlayerAliasScript and CM_Comments are referencing a FormID from comment_manager.esp, which is fine, but to convert the plugin to esl, I first need to compact the FormIDs so it can fit inside the esl format. When compacted, the scripts reference a FormID, which doesn't exist anymore since they are now changed and so I need to manually change it in the script itself. My knowledge in Papyrus is very basic too but in theory it should work fine then. I can't guarantee everything will work 100% but if you're interested I could post the modified esps and the scripts so you can upload it here?

Posted (edited)
9 hours ago, JustON/OFF said:

Thanks for the help, I appreciate it! The reason why I need to recompile the scripts is because some scripts like PAF_PlayerAliasScript and CM_Comments are referencing a FormID from comment_manager.esp, which is fine, but to convert the plugin to esl, I first need to compact the FormIDs so it can fit inside the esl format. When compacted, the scripts reference a FormID, which doesn't exist anymore since they are now changed and so I need to manually change it in the script itself. My knowledge in Papyrus is very basic too but in theory it should work fine then. I can't guarantee everything will work 100% but if you're interested I could post the modified esps and the scripts so you can upload it here?

Oh yeah! that be the GetFormFromFile() found onPlayerLoadGame event on PAF_PlayerAliasScript as it listins to see if Comment Manager is installed or not.

Albeit nothing that I'm aware of uses that function to listin for PFA is installed.  Be warned I already tried to make Comment Manager.esp Light some time ago and -

Xedit coughed and spat at me... Error.. Didn't work, as it has too many forms and or it loads a cell.  But you can try.. Never know!

 

The GetformFromFile Function calls like this.

 

    if  Initialized
        PFAComments = Game.GetFormFromFile(0x0005BBE7, "Comment_Manager.esp") as CM_Comments  ;this looks for the CM quest that has attached the  CM_Comments
        if  PFAComments != None && PFAComments.DAG_BWVersion.GetValue() == 3.00

           ;Do some stuff

     ;;;;;;;;;;;;

   ; except if you flag Comment Manager.esp to esl it changes that ID, as the Id's must be less than FFF

   ;so the edit would look like:

        PFAComments = Game.GetFormFromFile(0x00000BE7, "Comment_Manager.esp") as CM_Comments

;;;Probably only do this if you successfully flagged CM as esl.  

 

I think! Hell IDk lol worth a shot. Let me know if it works.

Edited by Dg75
Posted

Ah yes, probably because comment manager.esp contains a new cell record... from what i've read, these plugins technically can be esl-flagged IF you don't have any plugins in your load order that overwrite the new cell record, otherwise yeah, probably not the best idea. For a mod author it's probably best to leave these plugins as-is, but in my case I'm pretty confident that i won't have any plugins overwriting this cell so I could just esl-flag comment manager. But nonetheless, I'll test it out and report back if PFA works esl-flagged, just need to resolve some papyrus dependencies in my modlist first😭

Posted

Looks like PFA works so far, the MCM menu shows up and I can open up the the PAF menu in-game. I can't really playtest it thoroughly enough, because i play with 2500 mods installed, so sorry about that. but i think it's possible to flag PFA as an esl :)

Posted
51 minutes ago, JustON/OFF said:

Looks like PFA works so far, the MCM menu shows up and I can open up the the PAF menu in-game. I can't really playtest it thoroughly enough, because i play with 2500 mods installed, so sorry about that. but i think it's possible to flag PFA as an esl :)

LOL 2500 mods ! Heck I though I was bad with 538 enabled.

Well good deal, I hope it works for you. 

The Creation Kit stated it could be esl, but Loot doesn't seem to care too much about the idea, and is why I haven't done it yet.

Posted
On 6/12/2024 at 12:02 AM, Dg75 said:

LOL 2500 mods ! Heck I though I was bad with 538 enabled.

Well good deal, I hope it works for you. 

The Creation Kit stated it could be esl, but Loot doesn't seem to care too much about the idea, and is why I haven't done it yet.

Not yet at 2500 mods, but closing in slowly.......

 

image.png.715527b88e84b10b10e5df9d6e9d7fd1.png image.png.125514aa77e76152030cedfb82511c2a.png

  • 2 weeks later...
Posted

Well I'm no expert at marking modules light, but at a glimpse on marking either Comment Manager or PFA light 

xEdit warns when compacting Form I D's that anything referencing those altered ID's will break. Mods and SaveGame...

and their be many references to them. I suppose this means all the script properties that point to those altered ID's 

would need to be reset to point to the new altered ID, and even then the savegame would still probably get borked, 

and properties may get flagged null and break anyways.

 

LOL I'm getting a lot dinging warning bells sounding in my head(not literally) on this issue!!

  So 

I'm leaving shit as is!

 

I am working an update again with some more fixes and tweaks, and some commentary edits:

 -  Electric Boogaloo starting up if actor is on mount or animating(Paffing, sexing..) sometimes cause stuck Idle.

 -  fix Dooty Break sometimes fail to activate, Fart blunder was interfering.

 -  fixed spraying a follower when player sick - commentary was tripping up - added No recast flag to the shits spell

 - fixed a bool Is_Commenting stuck, like the Global Var DAG_BWCallState - if had value would fail commentary, so it now resets properly.

 - fixed some miss spelling and re worked a few commentary lines. Their probably a lot more of them I've yet to find.

 

If any requests, let me know and If at all possible I'll try work it in.

Posted (edited)
On 6/23/2024 at 8:10 PM, leSigh_86 said:

Is there a way to just set the Dooty objects as PAF objects, and negate the entire Dooty script system? 

The player can already sit at Dooty furniture and Paf scripts detect that, but it requires my PAF_Dooty patch in the downloads, 

but I presume you refer to Followers not finding and sitting dynamically like they do with PAF Houses. 

That's why I made the Dooty Break script. To make Dooty house be treated like PAF's.. each and every reference ID of the Dooty

House would need to be tracked via papyrus script so when follower needs to take a paf the NPC and toilet script can scan for nearest

toilet. .. in other words the script needs something to scan to be able to scan.  If trying to scan against keywords then theirs no filter

against types of furniture, and that would be to extensive...  I've been toying with the idea,  just need something plausible so it don't

blow up skyrim!

 

 

I have some fixes though for the Dooty Break system, and Followers failing to find toilets. It will be in next update soon.

Edited by Dg75
Posted
On 6/23/2024 at 8:10 PM, leSigh_86 said:

Is there a way to just set the Dooty objects as PAF objects, and negate the entire Dooty script system? 

Edit: Actually I stink I may have an idea that may just work. I'll build it into the PAF_Dooty patch and test it!

Posted

I am getting "Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF69BF9882C SkyrimSE.exe+09A882C    lock xadd [rbx], eax" on a newer game that didn;t have the mods, it seems to load without crashing but it hates saves with the PAF FAA already in use. I tried resetting PAF itself, but it still happens. By the way, this issue was happening on 3.0.4 as well.

Posted (edited)
13 hours ago, Medieval Genie said:

I am getting "Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF69BF9882C SkyrimSE.exe+09A882C    lock xadd [rbx], eax" on a newer game that didn;t have the mods, it seems to load without crashing but it hates saves with the PAF FAA already in use. I tried resetting PAF itself, but it still happens. By the way, this issue was happening on 3.0.4 as well.

Sorry to hear that!

Are you still on Game Version 1.5.97 ? By Newer Game I suppose you mean you recently started a new Play through.

Does the game crash on save ? Or is their something else specific that you do in game when it happens ?

Is their a Crash log ?

Generally the Stack listed their should give some clue as a culprit.  Its usually due to missing requirement.. or refs trying load to a cell that don't exsit

or something ? 

Edited by Dg75
Posted
On 6/25/2024 at 3:38 PM, Dg75 said:

Edit: Actually I stink I may have an idea that may just work. I'll build it into the PAF_Dooty patch and test it!

I built a system that treats Dooty houses like Paf outhouses.  Light weight and optional

first test worked, all three of my followers pathed to the three Dooty houses in winterhold

just got to iron something out and some more tests and I think it will be good... Hopeful 

Posted (edited)

Updated to 3.0.6

Paf Fixes and Addons, PFA_VoicePackMain, and PFA_DootyPatch

   the PFA_DootyPatch requires the Dooty mod, if you dont use Dooty mod then skip this patch.

be sure to read the Update spoiler on the main page for details

Edited by Dg75
Posted
16 hours ago, Unknownflames said:

Anyway to stop pausing during having to go animation?

Maybe. But you will need to be more specific of what's going on.

Who does it pause on ? Player or Followers or Both ?

When does it pause, before animation Plays ? During ? After ?

What Animation plays when Pause happens ? Peeing ? Crapping ? Sexing ?

Are you getting frame rate drops/stttuuutterrring ?

 

On my end sometimes I experience a small pause about midway taking a dump, and just before Player spits out a comment. But this plays in to the anim..

Posted

 I love the mod thanks for your efforts. The comments are weirdly one of the most immersing thing for me when playing lol.

 

Im getting a bug where the comments stop occurring, and was wondering if you had any idea what I may need to do to fix that issue?

Posted (edited)
22 hours ago, wantmesomemods said:

 I love the mod thanks for your efforts. The comments are weirdly one of the most immersing thing for me when playing lol.

 

Im getting a bug where the comments stop occurring, and was wondering if you had any idea what I may need to do to fix that issue?

The newest Version 3.0.6 should have addressed this issue. It was actually addressed in 3.0.4, but I found another potential bug and fixed it in 3.0.6.

So make sure you are on the newest update of PFA, I just uploaded it a few days ago.

 

Their are two variables that set when comments happen: DAG_BWCallState Global var, and Is_Commenting Bool.

When the comment completes both variables reset, otherwise Further comments are treated as a no go because the script thinks the main

function is currently busy. Somehow if either one gets stuck then comments stop playing. I cannot explain as to wtf is causing it, but 

PFA 3.0.6 listens for it and resets them if their stuck.

 

You should not have to But if want you can at least test the Global in game using Console:

Open the console and type,> GetGlobalValue DAG_BWCallState <   ;without the > <. if No comments are playing it should be 0 value.

If it has value > 0, then type: > set DAG_BWCallState to 0 <  ;type exactly as you see between the > <.

I don't think the Bool Is_Commenting can be checked via console as its a Script variable that exists only in that script.

I cannot think of anything else that would break comments unless you have the the incorrect version of Comment Manager installed,

you can easily check that in the PFA MCM lower right pane.

 

I'd Appreciate any feedback, if you need help I can rig up a quick fixit spell and upload it here that'l manually reset those vars or return some

feedback on what's going on.

Or if their something else going on I'll need to find it.

 

My end Comments are working, so I can't test for for broken.

 

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

The newest Version 3.0.6 should have addressed this issue. It was actually addressed in 3.0.4, but I found another potential bug and fixed it in 3.0.6.

So make sure you are on the newest update of PFA, I just uploaded it a few days ago.

 

Their are two variables that set when comments happen: DAG_BWCallState Global var, and Is_Commenting Bool.

When the comment completes both variables reset, otherwise Further comments are treated as a no go because the script thinks the main

function is currently busy. Somehow if either one gets stuck then comments stop playing. I cannot explain as to wtf is causing it, but 

PFA 3.0.6 listens for it and resets them if their stuck.

 

You should not have to But if want you can at least test the Global in game using Console:

Open the console and type,> GetGlobalValue DAG_BWCallState <   ;without the > <. if No comments are playing it should be 0 value.

If it has value > 0, then type: > set DAG_BWCallState to 0 <  ;type exactly as you see between the > <.

I don't think the Bool Is_Commenting can be checked via console as its a Script variable that exists only in that script.

I cannot think of anything else that would break comments unless you have the the incorrect version of Comment Manager installed,

you can easily check that in the PFA MCM lower right pane.

 

I'd Appreciate any feedback, if you need help I can rig up a quick fixit spell and upload it here that'l manually reset those vars or return some

feedback on what's going on.

Or if their something else going on I'll need to find it.

 

My end Comments are working, so I can't test for for broken.

 

Thank you very much for your response. Really appreciate it. 

 

Shortly before reading your comment, I recognized that only my follower and I are commenting, and no other NPCS. I still tested global anyways, and it was set at 0.

 

I also noticed that when I turn comments on and off, the notification doesn't show up in the upper left-hand corner after unpausing. 

 

I'm starting to wonder if I have an issue with Sexlab arousal? The Notification for "X NPC Gawks at Y NPCs nudeness" which I thought came from your mod? 

I recently installed this mod-

-And the 'SOS Pubic Hair Addons - Scripts Update (20240326).7z' file. I'm wondering if that could be interfering? Idk, have a very basic understanding of modding, I apologize for the trouble and if this is confusing.

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

Thank you very much for your response. Really appreciate it. 

 

Shortly before reading your comment, I recognized that only my follower and I are commenting, and no other NPCS. I still tested global anyways, and it was set at 0.

 

I also noticed that when I turn comments on and off, the notification doesn't show up in the upper left-hand corner after unpausing. 

 

I'm starting to wonder if I have an issue with Sexlab arousal? The Notification for "X NPC Gawks at Y NPCs nudeness" which I thought came from your mod? 

I recently installed this mod-

-And the 'SOS Pubic Hair Addons - Scripts Update (20240326).7z' file. I'm wondering if that could be interfering? Idk, have a very basic understanding of modding, I apologize for the trouble and if this is confusing.

If Player and Follower comments are working then comments are working.

NPC's use a condition before they can comment. This can be adjusted in Comment Manager's  MCM: 

Try turning Cooldown Time to 0, this will shut off that condition so NPC's can always say.

Can also raise Say Time mod to highest value, as they can comment for longer periods before the above condition is checked again.

If its Nudeness comments, then they only can play when in a settlement location and Player or follower is not covering slot 32 body(Nude) 

   these kind of comments only trigger from a OnUpdate event that only ever runs when in a settlement.

Paffing Comments are triggered from going PAF and can trigger anywhere.

in either case NPC's will only remark if they have line of sight, and the Script of course must detect them, their are cases when it does not.

 

SOS Pubs and or Arousal mods don't have anything to do with PFA's comments(except Player may comment on his/her own arousal if Lewd)

 

Note: OnUpdate events in a settlement location should auto fire when arriving but sometimes may fail to start.

Going through loading doors and Paffing, will kickstart it should that happen. Was added in PFA vers - 3.0.6

So maybe test and see if paffing comments are working, have an NPC in crosshairs and hit your paffing hot key. They should spit back a remark

the player will spit back a remark, and will kickStart the OnUpdate event  if it wasn't already going. Then test for nudness comments.

 

Also if SexTalk and Public Sexing -PFA mcm options are both off then the OnUpdate event will never trigger. 

It requires at least one of those options to be on.

 

Edited by Dg75
Posted
1 hour ago, Dg75 said:

If Player and Follower comments are working then comments are working.

NPC's use a condition before they can comment. This can be adjusted in Comment Manager's  MCM: 

Try turning Cooldown Time to 0, this will shut off that condition so NPC's can always say.

Can also raise Say Time mod to highest value, as they can comment for longer periods before the above condition is checked again.

If its Nudeness comments, then they only can play when in a settlement location and Player or follower is not covering slot 32 body(Nude) 

   these kind of comments only trigger from a OnUpdate event that only ever runs when in a settlement.

Paffing Comments are triggered from going PAF and can trigger anywhere.

in either case NPC's will only remark if they have line of sight, and the Script of course must detect them, their are cases when it does not.

 

SOS Pubs and or Arousal mods don't have anything to do with PFA's comments(except Player may comment on his/her own arousal if Lewd)

 

Note: OnUpdate events in a settlement location should auto fire when arriving but sometimes may fail to start.

Going through loading doors and Paffing, will kickstart it should that happen. Was added in PFA vers - 3.0.6

So maybe test and see if paffing comments are working, have an NPC in crosshairs and hit your paffing hot key. They should spit back a remark

the player will spit back a remark, and will kickStart the OnUpdate event  if it wasn't already going. Then test for nudness comments.

 

Also if SexTalk and Public Sexing -PFA mcm options are both off then the OnUpdate event will never trigger. 

It requires at least one of those options to be on.

 

Thank you, after running through your suggestions and paffing without cleaning, I started getting comments about odor again, and then after I cleaned they started commenting on my characters nudity. I'm going to try and get my follower paf dirty, then clean them, and hopefully that will start comments back up for them as well.

 

I have one final question, would it be possible for me to tag the female SOS pubs tagged as female or ignored for NPCs when the comment through your mod?

Posted (edited)
1 hour ago, wantmesomemods said:

Thank you, after running through your suggestions and paffing without cleaning, I started getting comments about odor again, and then after I cleaned they started commenting on my characters nudity. I'm going to try and get my follower paf dirty, then clean them, and hopefully that will start comments back up for them as well.

 

I have one final question, would it be possible for me to tag the female SOS pubs tagged as female or ignored for NPCs when the comment through your mod?

Not sure I understand your question. Do you mean that you don't want comment from NPC's when they see a female sos pubs and nude ?

Edited by Dg75

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