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Latex Collar, Orgasm Curse and Fetish Dreams


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Posted (edited)
On 10/14/2024 at 1:51 AM, awesomeSPAS said:

Return should be 1. Check 1c21c too!

 

Great, thank you. Output was 0.00. I added the player faction again, Violate works again. Problem solved! :beer:

(The value should be 1, correct?)

Edited by deathmorph
Posted
20 hours ago, awesomeSPAS said:

LCC_AttractingDogs

LCC_AttractingSynths

LCC_AttractingGhouls

LCC_AttractingSuperMutants

LCC_AttractingBugs

LCC_AttractingNPCs

LCC_AttractingCreatures

LCC_AttractingMirelurks

 

All return "Is not a known form"

That's with the Disable Attraction patch installed. 💫

Posted (edited)

So i tried with the nexus version of AAF was getting fourplay errors before entering sex attributes. Then switched to the latest version then i could go through the two dialog boxes it then crash few seconds after. Tried disabling all the AAF mods that i have except Attributes, Violate, Handcuffs, Devious, Kziitd, SAKR+REPO and LCC. Worked created a male character and exited the vault didnt get the orgasm notif you are supposed to get for LCC, still no LCC log. Okay loaded up a save with female character that was just outside vault as well gave the usual error of missing mods but it loaded in still no LCC log. tried to go to menu and it crashed. So opened up the game again now it wont go through the dialog again in the character creation menu anymore. This srsly isnt making any sense.  

 

Without the Test patch i get a crash log with only fs4e and fallout.exe part of the call stack, with the test patch it is very inconsistent if it crashes or not and when it does it gives me Fourplay errors in the call stack, also its not writing a LCC log.

Edited by Smiley121
Posted (edited)

@awesomeSPAS

Issue with dream sex scenes. Generally the first sex scene will play out fine, then the 2nd or 3rd, if really lucky, will fail with the actors locked in "gathering". The 90 second timer will be triggered and end the dream.

Logs are included below.

Also seen in the AAF log:

[10/16/2024 - 08:25:20PM] Blocked:  / Solomon / -16729521
[10/16/2024 - 08:29:48PM] Blocked:  / Doc Crocker / -16740808

 

Forgot to add, it's not animation specific. I've seen it "stuck" on 2, 3, 4 and 5 way animations.

 

 

 

Dream Fail V1.27Patched.7z

Edited by izzyknows
Posted
19 hours ago, izzyknows said:

@awesomeSPAS

Issue with dream sex scenes. Generally the first sex scene will play out fine, then the 2nd or 3rd, if really lucky, will fail with the actors locked in "gathering". The 90 second timer will be triggered and end the dream.

Logs are included below.

Also seen in the AAF log:

[10/16/2024 - 08:25:20PM] Blocked:  / Solomon / -16729521
[10/16/2024 - 08:29:48PM] Blocked:  / Doc Crocker / -16740808

 

Forgot to add, it's not animation specific. I've seen it "stuck" on 2, 3, 4 and 5 way animations.

 

 

 

Dream Fail V1.27Patched.7z 12.73 kB · 0 downloads

 

Does your patch resolve?  Or what does it do?

 

John

Posted
2 hours ago, MrCruelJohn said:

 

Does your patch resolve?  Or what does it do?

 

John

The patch is above. and should add the code to disable different attractions. But it seems the code isn't in the patch. That's all that patch does.

The quoted post is a totally different issue.

Posted
2 hours ago, MrCruelJohn said:

Does your patch resolve?  Or what does it do?

 

That's not a patch, that's the logs.

 

------------

 

I had a strange dream. Super mutants were shooting at my character from machine guns. I was able to surrender to Violate, though, as there seemed to be a mix between LCC and Violate.
When my character woke up, she had DD on, including a SH collar.

Posted
1 minute ago, deathmorph said:

I had a strange dream. Super mutants were shooting at my character from machine guns. I was able to surrender to Violate, though, as there seemed to be a mix between LCC and Violate.
When my character woke up, she had DD on, including a SH collar.

They "should" have chilled out after a few seconds. Unless they spawned after the pacification went into effect, then they're always hostile.

Never tired surrendering. Seems like that would be a fluster cuck. LOL

Posted
On 10/13/2024 at 5:41 PM, izzyknows said:

Documents\My Games\Fallout4\Logs\Script\User will have a bunch of LCC_xx.log files.

thank you. there is a lot.

 

nucealr winter, AAF, PANPC ...

but not those files name Latex / LCOC name .... (?)

 

 

 

 

 

image.thumb.png.23a25e2df9256b8f83a0670aa0137faf.png

Posted

Huh, think my previous post was eaten, it just showed up for posting...anyway, so it' a bit 50/50.

 

Minipatch allowed Step 1, which has lead the health check to be happy with the main save (which is nice)...but Dogmeat wouldn't talk until I manually addtofaction a1b85 0 to him. He seems to be happy, but now Strong has picked up his bad habit of following/not follower somehow and the same trick didn't work on him. This has the side-effect of breaking SEU but that's neither here nor there.

 

The UI is still vanishing in acts 2 and 3 of dreams, and most concerning I have on a few occasions had the forced weapon unequip/pacifism stick after a dream. I assumed it was a nested dream but nothing happened after 5-10min so I reloaded, didn't get a dream, but noticed Strong acting up so didn't press further. Adding the log that I think came with the bug but can't swear to it sorry.

 

 

LCC_AM.2.log

Posted
On 10/13/2024 at 7:13 PM, awesomeSPAS said:

 

Yes possible.

 

BTW what time scale do you use? 

 

As I use a setting of 6, the collared time might as well be permanently set a 47.7 😄

 

With my mod setup, I seem to constantly loaded with dd items in quick succession and reset to 48 hours.

 

Lastest example, got hit by either a rocket or 40mm by a WotC patrol of 9 raiders at a red rocket (while ziplining)  . 9 SA later, was collared, gagged, corseted, mittened, leg shackled and had a explosive collar.  can't follow fast enough, head go boom.  Luckly, had a save before the explosive collar  went off.

 

Usually, after being collared for a game day, still at 47.7 hrs to go, I end up resetting day timescale. 

 

 

 

 

 

 

 

 

 

 

Posted
On 10/15/2024 at 2:17 PM, izzyknows said:

 

All return "Is not a known form"

That's with the Disable Attraction patch installed. 💫

 

This is strange. Try to use IDs then? Thats what I see in the log once  run

cqf lcc_main enableDisableAttractionPerk LCC_AttractingDogs false

 

[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingDogs (FE025C79)>] enabled = False
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingSynths (FE025C7A)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingGhouls (FE025C7B)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingSuperMutants (FE025C7C)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingBugs (FE025C7D)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingNPCs (FE025C7E)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingCreatures (FE025C8D)>] enabled = True
[10/19/2024 - 11:36:51AM] [Perk <LCC_AttractingMirelurks (FE025C96)>] enabled = True

 

So you can try: cqf lcc_main enableDisableAttractionPerk FE025C79 false

 

But it is strange that console cant resolve

Posted
On 10/17/2024 at 8:13 PM, alima309 said:

thank you. there is a lot.

 

nucealr winter, AAF, PANPC ...

but not those files name Latex / LCOC name .... (?)

 

 

 

 

 

image.thumb.png.23a25e2df9256b8f83a0670aa0137faf.png

 

In LCC MCM there is Debug Section, please check if you have Verbose Logging On

Posted
On 10/16/2024 at 2:09 AM, Smiley121 said:

So i tried with the nexus version of AAF was getting fourplay errors before entering sex attributes. Then switched to the latest version then i could go through the two dialog boxes it then crash few seconds after. Tried disabling all the AAF mods that i have except Attributes, Violate, Handcuffs, Devious, Kziitd, SAKR+REPO and LCC. Worked created a male character and exited the vault didnt get the orgasm notif you are supposed to get for LCC, still no LCC log. Okay loaded up a save with female character that was just outside vault as well gave the usual error of missing mods but it loaded in still no LCC log. tried to go to menu and it crashed. So opened up the game again now it wont go through the dialog again in the character creation menu anymore. This srsly isnt making any sense.  

 

Without the Test patch i get a crash log with only fs4e and fallout.exe part of the call stack, with the test patch it is very inconsistent if it crashes or not and when it does it gives me Fourplay errors in the call stack, also its not writing a LCC log.

 

Yes something is wrong with how LL+FourPlay works on your setup. All my patch was doing is this:

 

"If LL_FourPlay failed to read the .ini stop scanning and shut down the feature"

 

But other mods may use similar functionality. Also I found another place where I did not have similar check, so you may be failing somewhere later, but this is not normal. Particularly I suspect that LL_FourPlay.GetCustomConfigOptions() fails when reading big ini file. May be some memory limitations?

Posted
On 10/15/2024 at 2:00 PM, deathmorph said:

 

Great, thank you. Output was 0.00. I added the player faction again, Violate works again. Problem solved! :beer:

(The value should be 1, correct?)

 

Great, yes 1

Posted (edited)
On 10/16/2024 at 6:02 PM, izzyknows said:

@awesomeSPAS

Issue with dream sex scenes. Generally the first sex scene will play out fine, then the 2nd or 3rd, if really lucky, will fail with the actors locked in "gathering". The 90 second timer will be triggered and end the dream.

Logs are included below.

Also seen in the AAF log:

[10/16/2024 - 08:25:20PM] Blocked:  / Solomon / -16729521
[10/16/2024 - 08:29:48PM] Blocked:  / Doc Crocker / -16740808

 

Forgot to add, it's not animation specific. I've seen it "stuck" on 2, 3, 4 and 5 way animations.

 

 

 

Dream Fail V1.27Patched.7z 12.73 kB · 2 downloads

 

This is very interesting. Yes sometimes AAF scenes just dont start so I do track in code and shut down the dream. Here you see what was happening:

 

LCC Log: ->[10/16/2024 - 08:29:38PM] Starting Abduction AAF Scene  Actors: Player, [Actor < (FF00D816)>]=Edward Deegan, [SurgeonScript < (FF008E38)>]=Doc Crocker, [Actor < (FF00DE0D)>]=Doc Weathers  Regular

AAF Log: -> [10/16/2024 - 08:29:48PM] Blocked:  / Doc Crocker / -16740808
LCC Log: ->[10/16/2024 - 08:29:53PM] No scenes started for 15 seconds since abduction start of last scene

LCC Log: ->[10/16/2024 - 08:31:08PM] finishAbduction

 

So somehow AAF blocks Doc Crocker, and then did not start the scene. Curious why? What AAF version you use, I can scan their code and see what do they expect from actors...

 

And Crocker was good in a scene before!

 

[10/16/2024 - 08:28:58PM] Starting Abduction AAF Scene  Actors: Player, [SurgeonScript < (FF008E38)>]=Doc Crocker  Regular
[10/16/2024 - 08:29:06PM] AAF Scene started with meta: PlayerRaped,LCC_Abduction
[10/16/2024 - 08:29:36PM] AAF Scene ended with meta: PlayerRaped,LCC_Abduction
[10/16/2024 - 08:29:37PM] OnSceneEnd:calling checkIfStopAbduction

 

1 second before AAF OnSceneEnd and LCC trying to start new scene with same actor

 

Same happened with Solomon:

 

LCC Log: -> [10/16/2024 - 08:25:13PM] Starting Abduction AAF Scene  Actors: Player, [Actor < (FF00BA4F)>]=Solomon  Regular

AAF Log: -> [10/16/2024 - 08:25:20PM] Blocked:  / Solomon / -16729521
LCC Log: -> [10/16/2024 - 08:25:28PM] No scenes started for 15 seconds since abduction start of last scene

 

And Solomon was working fine in previous scene:

 

[10/16/2024 - 08:24:24PM] Starting Abduction AAF Scene  Actors: Player, [Actor < (FF00BA4F)>]=Solomon  Regular
[10/16/2024 - 08:24:33PM] AAF Scene started with meta: PlayerRaped,LCC_Abduction
[10/16/2024 - 08:25:06PM] AAF Scene ended with meta: PlayerRaped,LCC_Abduction
[10/16/2024 - 08:25:06PM] OnSceneEnd:calling checkIfStopAbduction

 

7 seconds before AAF OnSceneEnd and LCC trying to start new scene with same actor

 

So blind guess - May be Solomon and Docker did not clear some AAF Flags, e.g. due some AAF script lag. I can try to manually clear actors from flags on Scene End and see what happens. But code is expecting AAF to clear actors which is mostly works. But just a guess... Or May be I need to clear base actor from AAF flags too since those are clones of unique actors... E.g. AAF clears clones but somehow keywords stay on Unique Actors and stay inherited by clones (what was happening with factions). I'll play around with this idea.

 

 

 

 

Edited by awesomeSPAS
Posted (edited)
15 hours ago, Joe_Oni said:

 

BTW what time scale do you use? 

 

As I use a setting of 6, the collared time might as well be permanently set a 47.7 😄

 

With my mod setup, I seem to constantly loaded with dd items in quick succession and reset to 48 hours.

 

Lastest example, got hit by either a rocket or 40mm by a WotC patrol of 9 raiders at a red rocket (while ziplining)  . 9 SA later, was collared, gagged, corseted, mittened, leg shackled and had a explosive collar.  can't follow fast enough, head go boom.  Luckly, had a save before the explosive collar  went off.

 

Usually, after being collared for a game day, still at 47.7 hrs to go, I end up resetting day timescale. 

 

 

 

 

 

 

 

 

 

 

 

interesting. Code does not touch timescale. So whatever papyrus thinks is a game hour. So yes if your timescale is 6 I assume everything will be happening very fast (or slow?). Default is 20 and game play is designed with timescale=20 in mind.

 

You can use Equip Settings option in MCM:

 

"Desperate for Sex Hours while wearing Cursed Collar",
Devices will be equipped after so many consequent hours of being desperate for sex. Default: 4

 

Make it 12 or more so devices equip pace will be slower. But max duration for devices is hard coded based on complexity you choose. So for fast timescales it is better to use hardest complexity since game hours go faster

Edited by awesomeSPAS
Posted (edited)
On 10/17/2024 at 8:23 PM, JemappelleRedacted said:

Huh, think my previous post was eaten, it just showed up for posting...anyway, so it' a bit 50/50.

 

Minipatch allowed Step 1, which has lead the health check to be happy with the main save (which is nice)...but Dogmeat wouldn't talk until I manually addtofaction a1b85 0 to him. He seems to be happy, but now Strong has picked up his bad habit of following/not follower somehow and the same trick didn't work on him. This has the side-effect of breaking SEU but that's neither here nor there.

 

The UI is still vanishing in acts 2 and 3 of dreams, and most concerning I have on a few occasions had the forced weapon unequip/pacifism stick after a dream. I assumed it was a nested dream but nothing happened after 5-10min so I reloaded, didn't get a dream, but noticed Strong acting up so didn't press further. Adding the log that I think came with the bug but can't swear to it sorry.

 

 

LCC_AM.2.log 15.12 kB · 0 downloads

 

From your log it looks like those actors were impacted by dreams before 1.27 upgrade:

 

DogmeatRef (0001D162)

CompanionStrongRef (0003F2BB)

HancockREF (00022615)

NickValentineREF (00002F25)

 

Their original factions should be ok, but HasBeenCompanionFaction and CurrentCompanionFaction are trickier for script to set right, especially if you used very old save to run step 1.

 

I would recommend:

For those who Has Been Companion run

 

(addtofaction 000A1B85 1) . It is HasBeenCompanionFaction

 

For those who are current companions run

 

(addtofaction 00023C01 1). It is CurrentCompanionFaction

(addtofaction 000A1B85 0). It is HasBeenCompanionFaction.

 

I think it is also important to talk to them after that and check if there is rehire/follow me option.

 

As for dreams:

 

[10/17/2024 - 06:13:51PM] Starting Abduction AAF Scene  Actors: Player, [Actor < (FF017607)>]=Wounded Dog  Regular
[10/17/2024 - 06:13:59PM] AAF Scene started with meta: PlayerRaped,LCC_Abduction
[10/17/2024 - 06:15:19PM] AAF scene took too long, pushing abduction forward

 

When AAF is taking too long I am forcing exit so you will not get stuck. Usually works fine, but technically this is already recovery, AAF should stop scenes. So may be this particular animation is the cause.

Edited by awesomeSPAS
Posted
1 hour ago, awesomeSPAS said:

 

Yes something is wrong with how LL+FourPlay works on your setup. All my patch was doing is this:

 

"If LL_FourPlay failed to read the .ini stop scanning and shut down the feature"

 

But other mods may use similar functionality. Also I found another place where I did not have similar check, so you may be failing somewhere later, but this is not normal. Particularly I suspect that LL_FourPlay.GetCustomConfigOptions() fails when reading big ini file. May be some memory limitations?

I'm using AAF 171 and LL_FourPlay version 46

I don't have very many F4SEe plugins, 22 and the biggest is Buffout4.. by a looong shot.

 

1 hour ago, awesomeSPAS said:

So you can try: cqf lcc_main enableDisableAttractionPerk FE025C79 false

Some perks only work (in the console) using the formID. Dunno why.

Will give it try here & see what is spits out.

Posted (edited)
33 minutes ago, awesomeSPAS said:

Yes this was for Smiley121. Your setup works, right? :)

Yes it does. replied to the wrong post, sorry bout that! 🤦‍♂️

Anyway...

I figured out the perk enable/disable.

For your perks, you have to use the formID, which is different for everybody. :(

For example: for me, Attracting Dogs perk is FE010c79 so the command works.

help LCC_AttractingDogs 4 perk can't be found.

Buuut.... help attracting 4 perk will show the LCC_Attracting perks. That's bloody stupid! LOL

Spoiler

Fallout4Screenshot2024_10.19-17_03_36_87.png.c0314b870dee1017c98e1bbe89e6bcbe.png

 

Anyway, I'd totally forgot about the perk formID weirdness.

So my test bat file, that works fine, is like so:

cqf lcc_main enableDisableAttractionPerk fe010c79 false ;dogs
cqf lcc_main enableDisableAttractionPerk fe010c7d false ;bugs
cqf lcc_main enableDisableAttractionPerk fe010c8d false ;creatures
cqf lcc_main enableDisableAttractionPerk fe010c96 false ;mirelurks

 

Probably remove the dogs, as they are a least plausible and I like the dog vision.

 

Edited by izzyknows
Posted
11 hours ago, awesomeSPAS said:

 

(addtofaction 00023C01 1). It is CurrentCompanionFaction

(addtofaction 000A1B85 0). It is HasBeenCompanionFaction.

 

Yep, that seems to have fixed Strong...funny story, I tried to find out what a1b85 was and google came up with nothing, all I know is it worked for Dogmeat earlier 🤷‍♂️

Posted (edited)
12 minutes ago, JemappelleRedacted said:

I tried to find out what a1b85 was and google came up with nothing, all I know is it worked for Dogmeat earlier 🤷‍♂️

HasBeenCompanionFaction <that's a faction Honest!

 

Spoiler

HasBeenCompanionFaction.png.19a47c3c6ecaed73d9d3ccc2796eb4ef.png

 

Edited by izzyknows

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