awesomeSPAS Posted August 2, 2024 Author Posted August 2, 2024 15 hours ago, guliguliradish said: AAFTurnTheLightON will become invalid after the updated version, and in some special scenarios, the entire screen will become pitch black (not due to script issues, but because there is no light, it is too dark). This will be a problem for all mods, AAFTurnTheLightON is a saver, why it will stop working? If it will stop working we have to fix it, there is source file so we should be able to release new version of AAFTurnTheLightON in this case. 1
1318505983 Posted August 3, 2024 Posted August 3, 2024 14 hours ago, awesomeSPAS said: 奇怪,尝试卸载并安装 1.24,启动游戏,如果不行,请将您的纸质日志发送给我。 您也可以尝试 resetquest LCC_Main 但似乎有些东西没有正确安装 OK
angrykiwi Posted August 3, 2024 Posted August 3, 2024 (edited) Not sure how the pacifying turrets are working but it seems that my companion, dog, has become one (after he did not get teleported back to me after the dream event). He has a captive faction, and whenever he tries to agro on something- it also gets the perk, and it may even hit me. -if i dismiss him- faction distribution does not occur -removing faction from him does not do anything -if the pacified target becomes hostile: it gets autopacified with the dog around -also tried to successfully go through the dream sequence with the dog returning, hoping the clean up script would help, nope In general dogmeat has some issues where he gets downed when you initiate a cell transition and will stay there until you load him again or replace the companion. So in this bug he probably got downed again Edited August 4, 2024 by angrykiwi
MrCruelJohn Posted August 3, 2024 Posted August 3, 2024 3 hours ago, angrykiwi said: Not sure how the pacifying turrets are working but it seems that my companion, dog, has become one (after he did not get teleported back to me after the dream event). He has a captive faction, and whenever he tries to agro on something- it also gets the perk, and it may even hit me. -if i dismiss him- faction distribution does no occur -removing faction from him does not do anything -if the pacified target becomes hostile: it gets autopacified with the dog around In general dogmeat has some issues where he gets downed when you initiate a cell transition and will stay there until you load him again or replace the companion. So in this bug he probably got downed again With this latest version, my commonwealth captives following me do not aggro on combat stalkers and if Supermutants, they don't agro and walk right up to me. Perhaps the faction hostility during dream sequences isn't being switch to normal when dream is over? John PS - I think missing dream startup scripts in 1.24 is missing - only get gray screen , stripped and its over - no dream. I had started a new game and would only start then stop. I had to install 1.23 then upgrade to 1.24 for the dreams to work as well. (I may have missed that this is an upgrade version 1.24)
Devi3ntM1nd Posted August 3, 2024 Posted August 3, 2024 My character was wearing the cursed collar and "desperate for sex". Went to sleep, on waking up, I saw the screen color was in black and white for a brief moment and then returned back to normal. No dream was triggered. I assume the temporary black & white was the effect by the mod. What could be the cause that the dream doesn't trigger? I reloaded the save and sleep a few times. It's always the same. 1
MrCruelJohn Posted August 3, 2024 Posted August 3, 2024 9 minutes ago, Devi3ntM1nd said: My character was wearing the cursed collar and "desperate for sex". Went to sleep, on waking up, I saw the screen color was in black and white for a brief moment and then returned back to normal. No dream was triggered. I assume the temporary black & white was the effect by the mod. What could be the cause that the dream doesn't trigger? I reloaded the save and sleep a few times. It's always the same. See my note above - install 1.23 then update to 1.24 - will work then. 1
Devi3ntM1nd Posted August 4, 2024 Posted August 4, 2024 2 hours ago, MrCruelJohn said: See my note above - install 1.23 then update to 1.24 - will work then. Thanks so much for the info. Yes, that works. Another question since you seem to be quite knowledgeable about issues with the mod. Earlier with a game started with v.1.24, in addition to the problem that the dream didn't start, I also encountered another issue. I've been given a key 3 times by the mod (prompting me to use it within 30 seconds). Each time, I tried to use the "unlock" option by clicking each of the cursed devices and it never worked. I always received the popup dialog window saying that I failed to unlock the device and needed to wait for some hours before trying it again. Using the MCM debug menu did allow me to unlock a device. I wonder if this is also a bug specific with v1.24.
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 12 hours ago, angrykiwi said: Not sure how the pacifying turrets are working but it seems that my companion, dog, has become one (after he did not get teleported back to me after the dream event). He has a captive faction, and whenever he tries to agro on something- it also gets the perk, and it may even hit me. -if i dismiss him- faction distribution does not occur -removing faction from him does not do anything -if the pacified target becomes hostile: it gets autopacified with the dog around -also tried to successfully go through the dream sequence with the dog returning, hoping the clean up script would help, nope In general dogmeat has some issues where he gets downed when you initiate a cell transition and will stay there until you load him again or replace the companion. So in this bug he probably got downed again thank you for reporting, I am not sure what to do with this though. All faction assignments are cleared at the end of dreams, so if its not it means something happened with the game engine. If any companions are still in captive faction after dreams it means something went wrong. Never saw anything like this, so suggest to reload.
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 (edited) 8 hours ago, MrCruelJohn said: See my note above - install 1.23 then update to 1.24 - will work then. Thank you for discovering this, if anyone has LCC logs associated with this it can help to troubleshoot. E.g. dreams may not start if it fails to find a location for dream. 23 to 24 adds new locations so it looks like if you upgrade from version BEFORE seeing any dreams there may be some issues, i will check how to avoid that. For now please install 1.23, start the game, save, and then install 1.24 LCC_AM log will have this: "Abduction Place returned none" Edited August 4, 2024 by awesomeSPAS
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 (edited) 5 hours ago, Devi3ntM1nd said: Each time, I tried to use the "unlock" option by clicking each of the cursed devices and it never worked. I always received the popup dialog window saying that I failed to unlock the device and needed to wait for some hours before trying it again. This is how Devious Devices work. They have timeout so even if you have a key you cant unlock them. So i suggest the following: when you got it equipped try to unlock even if you don't have a key. It will tell you how long to wait. Try to get the key and unlock only after this time pass. The time is defined by Devious Device complexity settings. KFT devices don't have timer. So worst case if you got key and cant unlock DDs you may try to unlock cursed KFT devices if you wearing one. Keys will disappear in 30 seconds, this is by design so you cant accumulate keys Edited August 4, 2024 by awesomeSPAS
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 9 hours ago, MrCruelJohn said: Perhaps the faction hostility during dream sequences isn't being switch to normal when dream is over? Everything resets back after dreams, so if its not please send me LCC logs, to check if some weird things happen
Evikleun Posted August 4, 2024 Posted August 4, 2024 Hello, I really like your mod from the preview pictures, but unfortunately I am not a DD user anymore since KFT came out. I'm just curious if you have any plans to release a non-DD or a version where KFT and DD is an optional mod? Thanks! 1
Devi3ntM1nd Posted August 4, 2024 Posted August 4, 2024 52 minutes ago, awesomeSPAS said: This is how Devious Devices work. They have timeout so even if you have a key you cant unlock them. So i suggest the following: when you got it equipped try to unlock even if you don't have a key. It will tell you how long to wait. Try to get the key and unlock only after this time pass. The time is defined by Devious Device complexity settings. KFT devices don't have timer. So worst case if you got key and cant unlock DDs you may try to unlock cursed KFT devices if you wearing one. Keys will disappear in 30 seconds, this is by design so you cant accumulate keys Thank you for the explanation. In that case, I definitely prefer to use only KFT but not the Devious Devices 😀. Unfortunately DD is your mod's requirement. Is it because you need to use DD for its collar and KFT doesn't have one? It seems to me that using any device with a timer by your mod will be detrimental to the main mechanism of earning a key. After all the efforts to get a key and it turned out that the key isn't effective to some devices worn. It basically renders the reward and all the effort fruitless. Since you already have the function to unlock any device (DD or not) from the MCM menu, so you can programmatically unlock any DD device (timer or not). Maybe don't use the native "Unlock" function of the device but with a difference interface to consumer the key and programmatically unlock a device. Then the key truly becomes useful no matter what. Thank you for the effort for creating the mod and being responsive. The "dream" mechanism is truly fantastic. I can see that you can even tie in some of the PC's conditions or past experiences to the dreams to make them more dynamic or maybe the other way around too (maybe you already did, sorry I just started the mod and haven't explored much). Can't wait to see all the new things you'll add in the future.
angrykiwi Posted August 4, 2024 Posted August 4, 2024 (edited) 10 hours ago, awesomeSPAS said: thank you for reporting, I am not sure what to do with this though. All faction assignments are cleared at the end of dreams, so if its not it means something happened with the game engine. If any companions are still in captive faction after dreams it means something went wrong. Never saw anything like this, so suggest to reload. Do you know if there is a way to clear scripts off the NPC? I am still confused at how the pacify function works as the glitch would still happen even if i disable this mod or others with similar function. Did some testing, it is indeed caused by this mod. And it is linked to a dog dying during cell transition. So maybe the workaround would be to just disable followers? Also during my last round of tests it seems that the dog was supposed to be that "pacifying turret", but since he got downed somewhere during teleportation, he was not present and all of the local supermutants were fighting me and dupes that the mod spawned for the scene. Will now check if i can keep him alive for the cleanup script to work on him properly. Edit: the only way to prevent it is to disable dog before sleep Also, completely uninstalling mod does fix it, so maybe temporary add a debug option to relauch a cleanup script from MCM since it seems that i am not the only one who gets Buddha follower. Edited August 4, 2024 by angrykiwi
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 11 hours ago, Evikleun said: Hello, I really like your mod from the preview pictures, but unfortunately I am not a DD user anymore since KFT came out. I'm just curious if you have any plans to release a non-DD or a version where KFT and DD is an optional mod? Thanks! Unfortunately KFT does not have enough non-bounding devices to completely replace DD. However I don't see why not to install DD, unless you have no space for mods. DD by itself does not do anything so you will be able to play this mod, and your other gameplay will not change.
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 10 hours ago, Devi3ntM1nd said: s it because you need to use DD for its collar and KFT doesn't have one? It seems to me that using any device with a timer by your mod will be detrimental to the main mechanism of earning a key. After all the efforts to get a key and it turned out that the key isn't effective to some devices worn. It basically renders the reward and all the effort fruitless. Since you already have the function to unlock any device (DD or not) from the MCM menu, so you can programmatically unlock any DD device (timer or not). Maybe don't use the native "Unlock" function of the device but with a difference interface to consumer the key and programmatically unlock a device. Then the key truly becomes useful no matter what. This actually makes a lot of sense. I removed DD lock timers, starting 1.25. You right, since devices can only be unlocked with special key those timers are excessive
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 11 hours ago, Devi3ntM1nd said: Thank you for the effort for creating the mod and being responsive. The "dream" mechanism is truly fantastic. I can see that you can even tie in some of the PC's conditions or past experiences to the dreams to make them more dynamic or maybe the other way around too (maybe you already did, sorry I just started the mod and haven't explored much). Can't wait to see all the new things you'll add in the future. Yes there are some ideas
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 7 hours ago, angrykiwi said: Did some testing, it is indeed caused by this mod. And it is linked to a dog dying during cell transition. So maybe the workaround would be to just disable followers? Also during my last round of tests it seems that the dog was supposed to be that "pacifying turret", but since he got downed somewhere during teleportation, he was not present and all of the local supermutants were fighting me and dupes that the mod spawned for the scene. This is pretty rare case, so recommend just to reload to before that dream. A lot of weird things are happening even in vanilla game when it is just better to reload. Dog has nothing to do with Turrets. The only thing this mod does is adds companions to captiveFaction. This is easily cleared by this console command: ref.removefromfaction where ref is NPC reference you get by clicking on him. But you should never need to do it, since mod is tracking and clearing all this. If you have to do it better to reload if possible, because it means game engine did not run scripts properly so god knows what else did not run Turrets pacified separately, not related to any followers etc.. They just got disabled for duration of the dream. Worst thing can happen is that turret will stay disabled, but it should "never" happen
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 (edited) If someone will get in situation where followers stay pacified after dreams (which should never happen ) try this command and let me know if it works: cqf LCC_Main unregisterFromCombatStateEvent Use this command as soon as you see the strange behavior, don't wait for another dream I've added more post-dream safety checks to 1.25 Edited August 4, 2024 by awesomeSPAS
lostaz Posted August 4, 2024 Posted August 4, 2024 Hallo, is it posible to make setup in MCM for change propabilities of spawned actors in dreams? I would like to put aside robots because of few animations and rise another races separately for likes others... 1
awesomeSPAS Posted August 4, 2024 Author Posted August 4, 2024 (edited) 31 minutes ago, lostaz said: Hallo, is it posible to make setup in MCM for change propabilities of spawned actors in dreams? I would like to put aside robots because of few animations and rise another races separately for likes others... Yes it can be done but it will require some work. I'll put this on the list. Easier to do is ON\Off for races - will it be enough? Edited August 4, 2024 by awesomeSPAS
LinksSword Posted August 4, 2024 Posted August 4, 2024 have you ever thought about doing a similar mod for skyrim? skyrim has lot of bondage mods but nothing comes close to something like this. 1
Devi3ntM1nd Posted August 4, 2024 Posted August 4, 2024 (edited) In LLC_Main.psc, function OnPlayerSleepStart: while sleepTime > 3 ; so we always see dreams 3 hours before end of sleep Utility.Waitmenumode(1) If UI.IsMenuOpen ("SleepWaitMenu") sleepTime -= 1 else sleepTime = -1 endif endwhile In the while loop, it deducts one hour from 'sleepTime' for each real time second. I guess this means the sleep menu moves one hour per real time second? The reason I ask is because I use the mod "FallUI - Sleep And Wait-49070-1-4" which speeds up the sleep menu tremendously. Thus if I choose to sleep, say 5 hours, the intended behavior is the while loop will iterate 2 times for 2 seconds to bring 'sleepTime' down to 3 and exit the loop. And the dream will start. In my case with the speedup mod, it may take less than 3 seconds to finish the sleep menu. That means in the while loop even 'sleepTime' is still greater than 3, the if statement may be false already. That will set 'sleepTime' to -1 and the dream won't start. Is it very important to make sure that the dream takes place 3 hours before the end of sleep time? If so, maybe I should disable the speedup mod while using your mod. Edited August 5, 2024 by Devi3ntM1nd
Devi3ntM1nd Posted August 4, 2024 Posted August 4, 2024 5 minutes ago, LinksSword said: have you ever thought about doing a similar mod for skyrim? skyrim has lot of bondage mods but nothing comes close to something like this. Great idea! There are a lot more mods in Skyrim that can take advantage of the effects of this mod. 1
dertcz Posted August 4, 2024 Posted August 4, 2024 3 hours ago, awesomeSPAS said: If someone will get in situation where followers stay pacified after dreams (which should never happen ) try this command and let me know if it works: cqf LCC_Main unregisterFromCombatStateEvent Use this command as soon as you see the strange behavior, don't wait for another dream I've added more post-dream safety checks to 1.25 Don't work for my. I have similar behavior. Enemy is no long a enemy, and all is pacified. Dreaming end ok, but in my opinion this situation start after bad start nasty (second) dream. From log file (starting LCC to login in to debug log): Spoiler [08/05/2024 - 12:35:44AM] LCC Debug: OnMCMSettingChange event heard. [08/05/2024 - 12:35:44AM] LCC Debug: MCM settings updated. [08/05/2024 - 12:35:45AM] LCC Debug: Read Time from ini: 53.446709 [08/05/2024 - 12:35:45AM] LCC Debug: Old Save = False Random Save = False [08/05/2024 - 12:35:45AM] LCC Debug: Outfit items: [Armor < (FE031C54)>]: Cursed Latex Collar [Armor < (FE031C58)>]: Cursed Latex Gloves [Armor < (10000A22)>]: BodyHarness-03 [Armor < (FE031C50)>]: Cursed Latex Boots [Armor < (FE031C56)>]: Cursed Transparent Latex Catsuit [Armor < (10000B7E)>]: Leather-PetSuitGag-Kitty(fear) [Armor < (100008CF)>]: Blinder-01 [Armor < (FE031C5E)>]: Cursed Latex Armbinder [08/05/2024 - 12:35:54AM] error: Cannot check for a None keyword stack: [ (FE02E868)].Armor.HasKeyword() - "<native>" Line ? [LCC_Main (FE031800)].LCC:LCC_Main.::remote_Actor_OnItemEquipped() - "X:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\LCC\LCC_Main.psc" Line 852 -------- error in line 852 is repeat many time ---------- error is not from LCC (but propably connected with error on line 852): [08/05/2024 - 12:36:01AM] CMkz Debug: GetSemenSuitByEquippedSlot saw CMkz_SemenSuit51 [08/05/2024 - 12:36:01AM] CMkz Debug: CycleSemenSuitSilent completed on actor [Actor < (00000014)>] --------------------------------------------------------- [08/05/2024 - 12:35:54AM] error: Cannot add elements to a None array stack: [LCC_Main (FE031800)].LCC:LCC_AbductionManager.pacifyActor() - "X:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\LCC\LCC_AbductionManager.psc" Line 1470 [LCC_Main (FE031800)].LCC:LCC_AbductionManager.::remote_Actor_OnCombatStateChanged() - "X:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\LCC\LCC_AbductionManager.psc" Line 630 ----------- error in line 630 is after I punch enemy ----------
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