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Posted
8 hours ago, MSM_Alice said:

If you have installed the mods listed as required on the main page, before starting your playthrough,  you already have them.

They are in the Savage Cabbage animation pack.

 

Thanks. I'm seeing "AAF OnSceneInit status [4]" and "Violation scene aborted" when there's a large number of raiders around, and no problems with smaller numbers, so I'd thought I might not have the required animation pack. However, I do have the Savage Cabbage animation pack.

Posted (edited)
3 hours ago, genericlogin said:

 

Thanks. I'm seeing "AAF OnSceneInit status [4]" and "Violation scene aborted" when there's a large number of raiders around, and no problems with smaller numbers, so I'd thought I might not have the required animation pack. However, I do have the Savage Cabbage animation pack.

I think those are when violate can;t find the animation that fitts the group, the headcount and also the tags required 

1. Do these errors stop when you disable the high headcount ( greater than 5 total max)  animations in MSMA ?
2. are you using NAF or AAF ?

 

If you are using Naf, MSMA does add some XML redefinitions so you need to reprocess/rebuild your NAF-specific lists , like you would after adding some new animations.

Edited by MSM_Alice
Posted
12 hours ago, MSM_Alice said:

So you were just intensely getting reeducated in Bimbo limbo, seven consecutive times, I am assuming?

ah... yup.  Not only that, the Super Mutant even knocked me up even though I was wearing a condom...:naughty:

Posted
37 minutes ago, games2xs said:

ah... yup.  Not only that, the Super Mutant even knocked me up even though I was wearing a condom...:naughty:

Hmm... in FPE I assume?
MSMA does not have an internal pregnancy system, and also so far does not interfere with  FPE pregnancy in any way.
Getting knocked up is likely due to some particular chance for profilactics to fail in FPE, I'd wager. 

Posted
4 hours ago, MSM_Alice said:

Hmm... in FPE I assume?
MSMA does not have an internal pregnancy system, and also so far does not interfere with  FPE pregnancy in any way.
Getting knocked up is likely due to some particular chance for profilactics to fail in FPE, I'd wager. 

If MSMA was Family Planning Enhanced aware you could buy pills and condoms from Marina. Instead the game says they are not needed. From what I've seen of other modders the two big versions are compatible from that POV. So you don't need to retool based on the version.

 

Just an idea, but it further makes her more of a one-stop shop. 

Posted

I just tried your latest version, and it's been working fine all day! One minor point related to approaching a male when you have a craving. 

 

You'll get the notice that perhaps you want to think about how to move ahead with your craving. However it takes a while to make the selection, as in for it to become available. I'd say between 10 to 30 seconds, and basically if requires the man to approach since you are locked in place.

Posted (edited)
1 hour ago, msmfoster said:

I just tried your latest version, and it's been working fine all day! One minor point related to approaching a male when you have a craving. 

 

You'll get the notice that perhaps you want to think about how to move ahead with your craving. However it takes a while to make the selection, as in for it to become available. I'd say between 10 to 30 seconds, and basically if requires the man to approach since you are locked in place.

Thank you for testing.

Both the initial notice and the selection are nested within the same dialogue scene, started by a greet line triggered on the NPC ( that "...").
Do you have a mod that allows dialogue scenes/greets to start when the other person is really far away, so far  that it takes them 10 to 30 seconds to approach after saying their greeting?
Normally, they should be super close by.
Maybe I can have a bespoke value there, and not rely on what the engine has as a default, if that default can be so wildly different between different players.

For me, they have to be rather close for that to start, so the approach is like 1 to 4 seconds max.   By the time the first line is over, the selection is there.
But maybe there are mods that change that and allow NPCs to greet from further away, which is causing them to have to come from further away..

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

Thank you for testing.

Both the initial notice and the selection are nested within the same dialogue scene, started by a greet line triggered on the NPC ( that "...").
Do you have a mod that allows dialogue scenes/greets to start when the other person is really far away, so far  that it takes them 10 to 30 seconds to approach after saying their greeting?
Normally, they should be super close by.
Maybe I can have a bespoke value there, and not rely on what the engine has as a default, if that default can be so wildly different between different players.

For me, they have to be rather close for that to start, so the approach is like 1 to 4 seconds max.   By the time the first line is over, the selection is there.
But maybe there are mods that change that and allow NPCs to greet from further away, which is causing them to have to come from further away..

In one case I initiated the dialogue by trying to talk to them. So clearly they were already within range. 

 

I have a screen cap, and realistically no movement should be required. I can send it tomorrow when I get back on my system. 

 

The willpower hit was also heavy, which is actually what I'd expect. For me that's a good thing. 

 

Perhaps a way to shorten the dialogue if you trigger it often in a short period? Or you get a grace period of say an hour in game?

Posted (edited)
14 hours ago, MSM_Alice said:

I think those are when violate can;t find the animation that fitts the group, the headcount and also the tags required 

1. Do these errors stop when you disable the high headcount ( greater than 5 total max)  animations in MSMA ?
2. are you using NAF or AAF ?

 

If you are using Naf, MSMA does add some XML redefinitions so you need to reprocess/rebuild your NAF-specific lists , like you would after adding some new animations.

 

That's what I thought too. I'm using AAF, and the error did go away when I turned off the setting in MCM. It appears that actually doesn't have animations for large groups. Or at least, not the version I have, which is the latest one here. Could there be a newer version available someplace else?

Edited by genericlogin
Posted

hey, not sure what the cause is but for some reason none of the two starting NPC's have dialogue, my character greets them then the conversation ends, i was able to get around the lab suit lady using the MCM startup button, and the QOH dialogue worked fine, but now im stuck trying to talk with mariana with the same issue as before. as far as i know all the dependancies are installed and upto date on a fresh game, and iver trying save/reload numerous time to no avail. so i cant figure out the cause of my issue. any ideas what to do?  thanks.

Posted
8 hours ago, genericlogin said:

 

That's what I thought too. I'm using AAF, and the error did go away when I turned off the setting in MCM. It appears that actually doesn't have animations for large groups. Or at least, not the version I have, which is the latest one here. Could there be a newer version available someplace else?

Violate does not have animations. It looks at the available ones for AAF and selects from those, otherwise it fails. The Extended Animation Patch (EAP) is a great way to get all of your bases covered. 

Posted

I have installed EAP and now it totally overwrites (white lightning bolt in MO2)your optional custom Violate script. Do you know if I should put it to overwrite EAP or should I use the EAP functionality 

Posted
5 hours ago, msmfoster said:

Violate does not have animations. It looks at the available ones for AAF and selects from those, otherwise it fails. The Extended Animation Patch (EAP) is a great way to get all of your bases covered. 

Sorry, my post was unclear. It was talking about the Savage Cabbage animation pack, which is supposed to have animations for large groups but apparently doesn't for me.

Posted
42 minutes ago, genericlogin said:

Sorry, my post was unclear. It was talking about the Savage Cabbage animation pack, which is supposed to have animations for large groups but apparently doesn't for me.

 

EAP may still be a good way of getting the most current and full versions of the animation packs. Although if MSMA can do a 10 actor scene, then everything is working fine.

Posted
15 hours ago, msmfoster said:

In one case I initiated the dialogue by trying to talk to them. So clearly they were already within range. 

 

I have a screen cap, and realistically no movement should be required. I can send it tomorrow when I get back on my system. 

 

The willpower hit was also heavy, which is actually what I'd expect. For me that's a good thing. 

 

Perhaps a way to shorten the dialogue if you trigger it often in a short period? Or you get a grace period of say an hour in game?


The grace period is one craving punishment tick. You can increase  the value of that ( but then  all cravinpunishes will happen on a slower clock. 
I have reduced the default cost in the second iteration.

Can you provide a recording of two or three interactions that take 20-30  seconds?
I can't get them to occur like that, no matter what i do, for me they are quick. 
Maybe the movie capture will hold some clues. 

Posted (edited)
8 hours ago, Celestia 666 said:

hey, not sure what the cause is but for some reason none of the two starting NPC's have dialogue, my character greets them then the conversation ends, i was able to get around the lab suit lady using the MCM startup button, and the QOH dialogue worked fine, but now im stuck trying to talk with mariana with the same issue as before. as far as i know all the dependancies are installed and upto date on a fresh game, and iver trying save/reload numerous time to no avail. so i cant figure out the cause of my issue. any ideas what to do?  thanks.


Hello

1. Please provide a  Papyrus log, (with traces enabled and debug info)
2. Mod loadout list.
3. context on how you installed/started the mod. 


I am suspecting you have a mod with a quest that has a higher-priority conversation line that maybe activates with priorit and blocks this mod's lines.

 

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

I have installed EAP and now it totally overwrites (white lightning bolt in MO2)your optional custom Violate script. Do you know if I should put it to overwrite EAP or should I use the EAP functionality 

I think the  EAP patch is more encompassing/does more things.
Use whichever you trust fits your purpose best, but don't mix them up.


My optional script edit for Violate should be used only with a pristine AAF violate, not any type of patched AAF Violate (BY EAP or anyone else) . 
My optional script edit only does one thing: allows all humanoids ( synths, non-feral ghouls, and humans) to be part of the same group animations, as the Vanila AAFviolate does not allow them to do so. It is meant to be used only with an unedited/unpatched  AAF Violate. 
 

Edited by MSM_Alice
Posted (edited)
11 hours ago, genericlogin said:

Sorry, my post was unclear. It was talking about the Savage Cabbage animation pack, which is supposed to have animations for large groups but apparently doesn't for me.

Sometimes the papyrus log might hold some clue about what had happened. 
Sometimes it is not that the animation itself is missing, but that it has tags that prevent it from being selected when the animation call requests other tags.

Edited by MSM_Alice
Posted (edited)
2 hours ago, MSM_Alice said:


The grace period is one craving punishment tick. You can increase  the value of that ( but then  all cravinpunishes will happen on a slower clock. 
I have reduced the default cost in the second iteration.

Can you provide a recording of two or three interactions that take 20-30  seconds?
I can't get them to occur like that, no matter what i do, for me they are quick. 
Maybe the movie capture will hold some clues. 

I'll see about making a video soonish or report back if it mysteriously fixes itself.

 

Update: Sure enough it mysteriously fixed itself. Snappy, no trouble at all. 

 

Although triggering a scene from the Sargus Ironworks Forge made for some interesting light shows. Happened every time, even after a fresh start. Interestingly enough in this picture she arrived back on the deck. 

20260330171942_1.jpg

Edited by msmfoster
Update on testing.
Posted (edited)
12 hours ago, genericlogin said:

Sorry, my post was unclear. It was talking about the Savage Cabbage animation pack, which is supposed to have animations for large groups but apparently doesn't for me.

Oh, it could also be because of missing the "ungendered GB Violate patch." 

Basically, if the enemies are not all males, then the high headcount animation will fail the gender check 
With that patch, the women raiders/enemies will wear strap-ons and play the part of a male in those animations.

 

If the high headcount scenarios in the prostitution shack work (there the Johns are all males), but not the violate scenarios (where it is a bit more random what the aggressors are) ,  then the issue is indeed specific to violate rules of picking anims, the high headcount animsbeing present but failin the gender check,  and that gendered/ungendered GB patch is probably key.
That or tags.


This is the link to that patch.  : https://www.loverslab.com/topic/105378-aaf-violate/page/213/#findComment-4125244 
I am now also mentioning this on the main page now, in the required mod sections,  as it is pretty important.

 

Edited by MSM_Alice
Posted (edited)
13 hours ago, genericlogin said:

Sorry, my post was unclear. It was talking about the Savage Cabbage animation pack, which is supposed to have animations for large groups but apparently doesn't for me.


Actually, when tracking down the ungendered GB patch for violate, and looking at exactly what it was patching,   I realized my own back-up redefinitions were not made genderless.
I analyzed how that patch was made for Violate, and redid my own redefinitions too, to be genderless as well. 


So if the cause for your AAF init error 4 was indeed a combination of
a. the inclusion of female agressors in group scene ( the violate option)  and
b. the lack of "genderless" animations, 

then this should fix it, as it makes my back-up animation redefinition genderless as well ( as in -  be able to accommodate the aggressors that are available rather than require all of them to be male).
 
Let me know if you re-enable the high headcount animations,
And update to this version if the dreaded AAF error 4 goes away : 
If confirmed yes, I will update it on the main page as well.

I think this was it. 

MSMA_Act1_[In_Development]_1_0532.zip

Edited by MSM_Alice

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