Jump to content

Recommended Posts

Posted
On 9/8/2025 at 11:22 PM, MSM_Alice said:

If the problem indeed was that the specific name requested was different than what you have installed, yes, that should fix it. 

Edit: on second thought that SHOULD have happened automatically so maybe I should investigate it more. 
Maybe you have no animations with the required tags for that story beat, and maybe I should have an option to also remove any tag requirements from story animations.
That first scene with Wedge must be a blowjob according to the story and dialogue.

If you go there wearing a gag DD gag for instance, wedge auto removes it as not to block the oral scene.
But maybe you had a quest gag blocking oral, like the one from fetish dreams?

I turned off that setting you mentioned and got the same response from wedge, My bimbo will face fuck or sloppy BJ during violation scenes, so I am not sure what the problem is. Savage Cabbage animations are installed, so maybe I will look for a few more from other authors just in case. I paused Nuka Ride for now to see if it was interfering with the quest, buttttt..... No devious devices are being worn.

Posted
3 hours ago, Sweettits said:

I turned off that setting you mentioned and got the same response from wedge, My bimbo will face fuck or sloppy BJ during violation scenes, so I am not sure what the problem is. Savage Cabbage animations are installed, so maybe I will look for a few more from other authors just in case. I paused Nuka Ride for now to see if it was interfering with the quest, buttttt..... No devious devices are being worn.

I am confused now. 
So the animation DO play normally in the scenes? Always or sometimes?


 

 

Quote

My bimbo will face fuck or sloppy BJ during violation scenes, so I am not sure what the problem is


Is the problem just that you can't "win" that sexfight because it is too tough, but the animation plays normally, or does the animation never play and that is the reason you can't win that sexfight?
 

Three questions: 
1. Do you know how to enable papyrus logging and can you capture and send me a papyrus log from a session where  that happens?
2 .Can you then also enable the Wedge debug option in the Debug  settings and send a papyrus log with that enabled? (it hasn;t been used in a while but I think it still works,  it will output more stuff in the log)
3. Does any weirdness happen at later stages, can you get cloth the old fashion ways for the beds, without visiting Wedge,  (there are enough old rugs in Sanctuary for that, if you just build floor matresses) , and only engage with wedge when you get to the tougher parts?

 


By reading your initial report I thought no animation would play because it was not found, and that put me on a very different thought track. 

Quote

Now wedge constantly says it was bad and we need to do it again, I did notice the message that played for a Nano second said something about the required animation called by MSMA could not be found, so the sloppy BJ would never play ( the first video he wants to shoot ) although I have SC animations and verified.

 

 

Posted

Since the latest revisions - and this is on a new game - I have had numerous violate scenes fail due to no animations available (almost all of them are 4p I believe).   Wedge scenes played without issue for me (default settings of the mod for this).   When this happens the entire violate scene is aborted and everyone is just standing around looking at each other. 

 

Just to point out load order (MO2) - MSMA is loaded below Nuka Ride and both are below all the AAF files and any XML files that are in that category.   MSMA main file is loaded then the adjusted XML is loaded below this.

 

I have include a picture of the current load order

 



image.thumb.png.ae0066b5e20e5398083dce38893af49d.png

 

Posted

I am going to start a new game with a few changes - there is a new option for Sam Former which removes Sup F4SE which will allow it work with NG and also have it recognize genders correctly for animations.   It also works with OG.   RohZima also updated to 3.2 as well as SAM Enhanced Animtions updated to use both the New Sam Former and RohZima animaitons.   I will also test out more large groups surrenders and find a Papyrus log that show it if it failed (I could not find one that showed the issue...)

Posted (edited)

this is also a new mod being worked on and do not know if it has any uses to you, but thought I would point it out just in case it does.

 

 

Edited by Mimirue17
Posted (edited)
2 hours ago, Mimirue17 said:

this is also a new mod being worked on and do not know if it has any uses to you, but thought I would point it out just in case it does.

 

 

Thank you for the flag.

Should probably not use my optional custom-compiled FPV_Onhit with that, I think.

Perhaps it resolves the grouping issues on its own (humans, synths, and non-feral ghouls), which my patched version was attempting to address, so my patched version is no longer needed. I also see that it raises the maximum participants to 8, so some handling of that will probably be needed to avoid stepping on each other's toes by altering the same variables.
 

Edited by MSM_Alice
Posted (edited)
3 hours ago, Mimirue17 said:

Since the latest revisions - and this is on a new game - I have had numerous violate scenes fail due to no animations available (almost all of them are 4p I believe).   Wedge scenes played without issue for me (default settings of the mod for this).   When this happens the entire violate scene is aborted and everyone is just standing around looking at each other. 

 

Just to point out load order (MO2) - MSMA is loaded below Nuka Ride and both are below all the AAF files and any XML files that are in that category.   MSMA main file is loaded then the adjusted XML is loaded below this.

 

I have include a picture of the current load order

 

 

  Hide contents

 

 


image.thumb.png.ae0066b5e20e5398083dce38893af49d.png

 
 

 

 


Three  points of note: 


1 The additional MSMA  XML redefinitions that you have manually added to your load order. omnn topof the normal mod: what are they for / when are they from specifically?
The only time separate XML files were needed to be added it was, I think only during testing/debug, but that has stopped being needed a while ago.

You might be using an outdated version of them, and those are unfortunately overwriting the proper versions in the mod, causing headaches.

I have included any MSMA-centric redefinition that MSMA might need in the mod zip file itself a while ago. What am I forgetting? :) What is the reason why you think you need them?
That might actually be what is causing errors in AAF parsing your XML folder on a new game,  and causing the 4P error you are mentioning.
Can you remove them, and is it then all is good?
 

 

2. If you are using any changes to the standard AAF Violate 1.61 ( I am not seeing that in your load list above, assuming it is a bit up), do not use the Diversified group sex manually compiled script.  That can and should only be used with an otherwise unaltered AAF Violate 1.61. Otherwise, it is best to leave it out, or it might cause exactly the kinds of problems you are mentioning above. 
Can you remove that, and is then al lgood?

3. MSMA scripts do not intervene in what valid AAF animations Violate can see and play.
Can you send me a Papyrus log, maybe I can figure out what's happening, but I am pretty sure that happens outside of any script -driven MSMA actions decisions.  If I were a betting person, I would bet that IF that error is indeed caused by MSMA, then it is likely caused by  either: 

A. keeping around those old redefinition manually created XMLs, instead of the proper ones in the mod, or
B. by insisting on using the manually recompiled FPV_OnHit from the optional section, but incorrectly, perhaps grafted on top of an additionally modded AAF Violate that is no longer the vanilla 1.61 version of it. (Combining these is not something that should be done.)

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:


Three  points of note: 


1 The additional MSMA  XML redefinitions that you have manually added to your load order. omnn topof the normal mod: what are they for / when are they from specifically?
The only time separate XML files were needed to be added it was, I think only during testing/debug, but that has stopped being needed a while ago.

You might be using an outdated version of them, and those are unfortunately overwriting the proper versions in the mod, causing headaches.

I have included any MSMA-centric redefinition that MSMA might need in the mod zip file itself a while ago. What am I forgetting? :) What is the reason why you think you need them?
That might actually be what is causing errors in AAF parsing your XML folder on a new game,  and causing the 4P error you are mentioning.
Can you remove them, and is it then all is good?
 

 

2. If you are using any changes to the standard AAF Violate 1.61 ( I am not seeing that in your load list above, assuming it is a bit up), do not use the Diversified group sex manually compiled script.  That can and should only be used with an otherwise unaltered AAF Violate 1.61. Otherwise, it is best to leave it out, or it might cause exactly the kinds of problems you are mentioning above. 
Can you remove that, and is then al lgood?

3. MSMA scripts do not intervene in what valid AAF animations Violate can see and play.
Can you send me a Papyrus log, maybe I can figure out what's happening, but I am pretty sure that happens outside of any script -driven MSMA actions decisions.  If I were a betting person, I would bet that IF that error is indeed caused by MSMA, then it is likely caused by  either: 

A. keeping around those old redefinition manually created XMLs, instead of the proper ones in the mod, or
B. by insisting on using the manually recompiled FPV_OnHit from the optional section, but incorrectly, perhaps grafted on top of an additionally modded AAF Violate that is no longer the vanilla 1.61 version of it. (Combining these is not something that should be done.)

Kind of forgot that xml patch was there to be honest, I really should clean things up when major upgrades happen and remove the test stuff that was put in.   

I am not using that above more victims patch for Violate, just though I would point it out as it was something you were also doing (I think) so did not know if you could use it or not.   

I will start a new game and test things out again, just noticed the weird behavior this fresh start and unfortunately saved and restarted too many times for the papyrus log showing that behavior to be in one of them.   It sounds like it was on my end anyways with the loose file left in.

Posted
1 hour ago, Mimirue17 said:

Kind of forgot that xml patch was there to be honest, I really should clean things up when major upgrades happen and remove the test stuff that was put in.   

I am not using that above more victims patch for Violate, just though I would point it out as it was something you were also doing (I think) so did not know if you could use it or not.   

I will start a new game and test things out again, just noticed the weird behavior this fresh start and unfortunately saved and restarted too many times for the papyrus log showing that behavior to be in one of them.   It sounds like it was on my end anyways with the loose file left in.

Please let me know if the problems are still there ( on an in-progress game or a new game), after they are removed. For sure, nothing good can come from them still being there, best case scenario is for them to produce no effects. 
Perhaps with the manually altered FPV_Onhit  removed too for extra safety. 

If it happens still, a papyrus log would be ebest. 

Posted

I've tried to prostitute myself for the first time since the most recent update and the button was merged.  I press it on anybody in the cross hair and nothing happens.  Sexfight works fine.

 

Posted (edited)
17 hours ago, Slip0213 said:

I've tried to prostitute myself for the first time since the most recent update and the button was merged.  I press it on anybody in the cross hair and nothing happens.  Sexfight works fine.

 

I'm going to retest, though it sounds like maybe the new version is not completely deployed, and some old files from the previous version might have endured?
Edit: Just restested, both NG and OG, new games on 0.7827, worked okay, so I don't know what might be the issue.
Maybe an upgrade from too old a version? 
Something else?

Is your IsInScene() stuck on true?
If yes, have you tried using debug settings in the MSMA MCM to unstuck your IsInScene() checker?

Are you using the normal sexfight hotkey? You need to use the normal sexFigt hotkey, not the safe sexfight hotkey. 
Maybe there's some previous status that didn't get reset.  
 

If it just does nothing without saying why, it is likely because of one of the following :
 

  • Mod thinks you are in an open dialogue scene. ( PlayerRef.IsInScene() returns true.  )
  • Mod thinks you did not allow the mod to run at the very start, at the age check prompt.
  • Mod thinks you are already  in an AAF scene
  • Mod thinks an AAF Violate scene is underway (were you using the "fast depart" to bimbo limbo option, or the high compatibility " slow depart" to bimbo limbo? Maybe that fast depart is the cause, and maybe Violate got stuck)
  • Mod thinks the Prostitution mode is disabled in the MCM.  (though I think I didn't yet put the variable for Prostitution ON/ OFF in the mcm, and it is enabled by default)
  • Mod thinks A Bimbo Limbo Tribunal is in session
  • Mod thinks you haven't ended the previous prostitution session.
  • Mod thinks you are in one of Wedges Quest Scenes
  • Mod thinks you are in Hologram browsing mode at Marina





Of course, there are other blocking conditions too, but most of the other butmost of them return a bespoke message.


If it's still a mystery, I'll have to put log traces so it outputs to the papyruslog, which of these conditions is blocking.

 

 

Are you on 0.7827, and did you start a new game on it ?image.png.65286740066ebedf3be535f7d7205c57.png

Edited by MSM_Alice
Posted

Was unable to post last night, LL being stupid again.

New game, XML patch removed - Violate scene in Sanctuary worked fine.   1st scene in Concord dumped violate scene immediately.   I have a save there so I can try different  things.

 

Papyrus.0.log

Posted (edited)
2 hours ago, jesusblaster said:

Just out of curiosity.
Does anyone know the reason for this error?20250911130417_1.jpg.21f437b806c38fb5eb5eaf99febec693.jpg


That should appear when the variable that says AAF Violate is about to start. ( set to 1). That happens when a Violate scene is ongoing or is about to start, or when that variable was never defined/initialized, because AAF Violate is not installed. 

Do you have  AAF Violate installed at all?
Currently, MSMA does not handle the case where AAF violate is not installed at all; it is assumed to be installed (part of the requirements).
If yes, did the last violate scene exit normally?
Are you on a new game started with the latest version of MSMA, or is it a mid-game upgrade?


 

Edited by MSM_Alice
Posted (edited)
9 hours ago, Mimirue17 said:

here is the same violate encounter, Violate patch from options also removed - violate debug on.   Again in Concord 1st round of raiders (before going in museum) 

 

Papyrus.0.log 113.56 kB · 0 downloads

In this particular log I am not seeing anything wrong   on the MSMA side, at first glance.
Do you have a video capture with what happens ?
 

Probably there's some key context I am missing.
Maybe something that has to do with some parallel follower scene, maybe something with non-standard races.

Is "Raider Freak" a standard raider or are you using some Raider enhancing mod that adds new races that Violate does not by default support?  

Edited by MSM_Alice
Posted (edited)
2 hours ago, Mimirue17 said:

Was unable to post last night, LL being stupid again.

New game, XML patch removed - Violate scene in Sanctuary worked fine.   1st scene in Concord dumped violate scene immediately.   I have a save there so I can try different  things.

 

Papyrus.0.log 326.31 kB · 0 downloads

On this one, I am seeing two okay scenes, but the last one just before the end never started. 
I am not seeing anything done by MSMA to cancel it. 

Violate simply did not start a correct AAF Scene. 
Maybe did not find a fitting animation for the current actor combo,maybe something else

Error 3, it says in the log:
Error 3 is. 
"noLocationAnimations"
Sounds Violate insisted on picking perhaps some furniture animation, and no animation in your pool can work with that furniture for that specific actor combo.
Or there are no animations for the "ground location" for that combination  of actors (which makes me think of errors in the XML folder) 

Or custom raider races, which Violate does not consider to be group-sex capable. perhaps.

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:


That should appear when the variable that says AAF Violate is about to start is on. 
Do you have  AAF violate installed at all?
Currently MSMA does not handle the case where AAF violate isnot installed at all, it assumed to be instaleld.
 

Did the last violate scene exit normally?

Are you on a new game started with the latest version of MSMA, or is it a mid-game upgrade?


 

Yes, I have it installed, it seems that it was a scene that failed and from then on it wouldn't let me surrender (I loaded a previous save)

And yes I'm in a new game with the lastest version of MSMA

Posted
2 hours ago, jesusblaster said:

Yes, I have it installed, it seems that it was a scene that failed and from then on it wouldn't let me surrender (I loaded a previous save)

And yes I'm in a new game with the lastest version of MSMA

Hold down the surrender key for ~8 seconds and it should abort any failed Violate scenarios 

Posted (edited)
7 hours ago, jesusblaster said:

Yes, I have it installed, it seems that it was a scene that failed and from then on it wouldn't let me surrender (I loaded a previous save)

And yes I'm in a new game with the lastest version of MSMA

So it is all good now ? 

The global variable I am checking for that message is defined in Violate and is called : AFV_IsMajorFunctionActive , that's an internal Violate flag, but if Violate is stuck, simply setting it to 0 might work (but since that global is defined as hidden, not sure how one would do that from the console) , but likely is not the right way to correct things. 

You can try to
- force Violate to end by doing what @JemappelleRedacted suggested,
- load an earlier save before the problem (as you assumed), and hope the problem does not occur again
or for the future I could also add in the MCM Debug section of MSMA mcm a "Force Violate to Outcome" button that people can use in future versions if violate status got stuck, as the Violate mod has an API interface and it does expose that function to other mods, they can ask Violate to force-end/outcome and that should reset things the right way.

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

Yes, I have it installed, it seems that it was a scene that failed and from then on it wouldn't let me surrender (I loaded a previous save)

And yes I'm in a new game with the lastest version of MSMA


One more question : 
The violate scene that failed, did it have any link to going into bleedout before violate and then to bimbo-limbo?
If yes, were you using the "fast depart" from bleedout to bimbo limbo option, or the high compatibility "slow depart" method from bleedout to bimbo limbo (which should be safer,  and the normal default)?
Maybe that fast departure is the cause, and maybe Violate got stuck.
The reason why the slow depart is the default s that I suspected the fast depart might be problematic in some edge cases. 

Edited by MSM_Alice
Posted

Something definitely going squirrely this update, every single Violate scene has been cancelled, even ones I've tried to manually surrender at high health, at least one from the last save had progressed to animation despite the cancel (dropped that save as I thought Insanity Framework was causing problems). Most of the others have been consistent cripple>gun down>gun back up>"I surrender">MSMA has cancelled Violate>hud and control removed. Woofles fighting in the background during the entire process, I eventually get shot by unpacified/?reaggro'd enemies, then bleedout>limbo.

 

Two new games (initial cooking was only 10min rather than 30 due to script lag being 0 according to SKK), log attached but damn is that ugly for a game not 4 hours old. Added a second log(-Copy.log) that was basically load>surrender>restrained and interrupted>surrender>gave up. Incidentally, something keeps toggling restraints to start rather than end, may be related to this glitch.

 

Papyrus.0.log Papyrus.0 - Copy.log

Posted

Hi @MSM_Alice,

 

Sorry for the late reply.  Life got in the way.

 

Quote

If it just does nothing without saying why, it is likely because of one of the following :
 

  • Mod thinks you are in an open dialogue scene. ( PlayerRef.IsInScene() returns true.  )
  • Mod thinks you did not allow the mod to run at the very start, at the age check prompt.
  • Mod thinks you are already  in an AAF scene
  • Mod thinks an AAF Violate scene is underway (were you using the "fast depart" to bimbo limbo option, or the high compatibility " slow depart" to bimbo limbo? Maybe that fast depart is the cause, and maybe Violate got stuck)
  • Mod thinks the Prostitution mode is disabled in the MCM.  (though I think I didn't yet put the variable for Prostitution ON/ OFF in the mcm, and it is enabled by default)
  • Mod thinks A Bimbo Limbo Tribunal is in session
  • Mod thinks you haven't ended the previous prostitution session.
  • Mod thinks you are in one of Wedges Quest Scenes
  • Mod thinks you are in Hologram browsing mode at Marina

 

So this is a problem that has occurred on a new game.  I was at about lvl 20 when I tried. 

 

I haven't changed my mcm setting depart mode as it's still on slow but since you mention violate I did get some violate scenes cancelled due to bleedout.  For the most part violate functions ok with a couple minor hiccups.  One bug I can mention is RC9 DD Enchantings did stop firing at some point.  Not sure how that can be related but I had to manually reset it to get it rolling again.

 

If you feel this problem is important enough to trace then I'm happy to help.  

 

Thank you.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...