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Posted (edited)
44 minutes ago, genericlogin said:

 

It happens on 0.7941.

I've attached the log.

The event has three aliens tell me that I'm in limbo, that I should be doing what they want, and they're going to give me to a supermutant.

 

I have all the animation packs you listed.

 

 

Papyrus.0.log 34.03 kB · 0 downloads

Thank you for providing the log, which brought instant clarity to the matter.
You are running a too old version of for  LL_fourPlay plugin.
You need an up-to-date version (either for Pre NG or for NG., depending on what version of Fallout4 you are running).

 

Both  AAF and MSMA are throwing errors in that log about needed missing functions from your installation of  LL_Fourplay.

 

 

Here is AAF: 

[10/18/2025 - 04:35:12PM] error: Static function PopulateFormlist not found on object LL_fourPlay. Aborting call and returning None
stack:
    [AAF_MainQuest (0A000F99)].aaf:aaf_mainquestscript.OnDataLoaded() - "AAF_MainQuestScript.psc" Line 658

 

 

Here is MSMA:
[10/18/2025 - 04:35:12PM] error: Static function SetRefNoCollision not found on object LL_fourPlay. Aborting call and returning None
stack:
  


A version of it comes with AAF
The latest, I think, is this one  

[Dev/Test/Beta] LL FourPlay community F4SE plugin v54 2025 03 30 - Modders Resources - LoversLab

 

 

You might have a version that is older than both the version in AAF, and the standalone, I think.
 

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

The only LL_fourPlay I had was the one in AAF. I tried installing the latest version from the page you linked to, but that didn't help--I got exactly the same errors in the log.


On the topic of the plugin.
The log you provided is clear that you lack at least three functions (that have been in LL_Fourplay for a while, not super duper recent) 
Now I don't know how crucial these are for AAF are and if things would still work somewhat even if they return none (though I am suspecting that missing AAF_MakeActorData is perhaps quite important?), but it is not a normal deployment. 

Separately from that, you also seem to be missing the animation itself (see post below)

AS far as MSMA goes, the reason I am disabling collisions (using the SetRefNoCollision function)  is that I don't want the actors getting stuck on various furniture there.

 

 

Please make sure that you are not still accessing an old DLL
Make sure: 
- The F4SE version is the correct one for the version of LL_FourPlay you have installed (and it can actually load the new DLL)
- If needed,  the Fallout Runtime is correct for the  LL_FourPlay version  you have installed (though LL_FourPlay comes with DLL for both usual runtimes, NG and pre NG) 
- F4SE logs the LL_Fourplay plugin as valid and being correctly loaded 
- There is no mod loader conflict, and you don't have an older one overwriting a more recent one.

 

 

image.png.f677551ac717d45c2266a27b2831d60b.png


There is a way you can check those three functions are present
If you look even naively inside those DLL files with a text viewer and look for
PopulateFormlist 
and for
SetRefNoCollision

or
AAF_MakeActorData


Do you find them there?

 

 

Separately from that, the version that you are installing should also come for modders with a PSC file. 

Typically Data\Scripts\Source\User\LL_FourPlay.psc
In your case, does that PSC file for modders  (but more importantly, the Dll file itself for users) have the definitions for the functions that you log reports as missing on your system?

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

The only LL_fourPlay I had was the one in AAF. I tried installing the latest version from the page you linked to, but that didn't help--I got exactly the same errors in the log.

Separated from the above,  you might be missing the needed animation by name

This is not a critical/stopping issue on its own, as MSMA will automatically attempt to start another compatible animation instead, if any are present, but this also is indicative of the situation with your deployment being more complex

[10/18/2025 - 04:37:59PM] Custom position is required:SC-FM-SuperMutant-Bed01-Missionary-Powerbomb Staged
[10/18/2025 - 04:37:59PM] MSMADebug: Tribunal Custom requested position was NOT found!

However it has been reported that the method I use to validate if a certain position/animation is present, might not work on NAF (only on AAF).
So if you are on NAF maybe that "missing animation"  in the log is a false positive,  and you can ignore it, and the animatios is actually present, who knows. But it does not matter as even then it should default to another compatible animation anyway. I still think the core of the problem in your case are the three missing functions from the LL_Fourplay DLL.



If you want to make sure you are using the specific animation that was meant for that scenario, and not a replacement: 

SC-FM-SuperMutant-Bed01-Missionary-Powerbomb Staged  is the standard name for that animation in SCs pack.
Have you edited or patched that's mods AAF XML  files, so that no longer can be found by that name?
Or are you using NAF and have not regenerated your XML files?
Should be present in that's mod's original AAF XML files

Or maybe you never installed the SM animation from SavageCabbage ? That could also be problematic if  you don't have ANY Super mutant animations that fit the scenario ( though it should force -end rather than stall in that case).
image.png.d37fc00cc6c6550e12169c652d0adcab.png

Edited by MSM_Alice
Posted
11 minutes ago, MSM_Alice said:


The log you provided is clear that you lack at least two needed functions (that have been in LL_Fourplay for several years, which is not something super recent)  Please make sure that you are not still accessing an old one

Make sure: 
- The F4SE version is the correct one for the version of LL_FourPlay you have installed (and it can actually load the new DLL)
- If needed,  the Fallout Runtime is correct for the  LL_FourPlay version  you have installed (though LL_FourPlay comes with DLL for both usual runtimes, NG and pre NG) 
- F4SE logs the LL_Fourplay plugin as valid and being correctly loaded 
- There is no mod loader conflict, and you have an older one overwriting a more recent one.

 

 

image.png.f677551ac717d45c2266a27b2831d60b.png


There is a way you can check those two functions are present/
If  you look even naively inside those files with a text viewer and look for
PopulateFormlist 
and for
SetRefNoCollision

 


Do you find them there?

 

 

Separately from that, the version that you are installing should also come for modders with a PSC file. 

Typically Data\Scripts\Source\User\LL_FourPlay.psc
In your case, does that PSC file (but more importantly, the Dll file itself) have the definitions for the functions that you log reports as missing on your system?
 I would 99% suspect that yes, they are missing.

 

Just trying to clear up MY confusion.

 

I could never access Moddingham. so I have had access to aaf v1.1.1, aaf v1.1.2 & aaf 1.61Beta

 

AAF 1.61Beta has source code, Versions 1.1.1 & 1.1.2 do not. (no .psc files)

 

AAF 1.61Beta has files dated 2021, Versions 1.1.1 & 1.1.2 have files dated 2022

 

So which version of AAF should I actually be using, and more importantly where do I get it?

 

Thanks

Posted
9 minutes ago, judge007 said:

 

Just trying to clear up MY confusion.

 

I could never access Moddingham. so I have had access to aaf v1.1.1, aaf v1.1.2 & aaf 1.61Beta

 

AAF 1.61Beta has source code, Versions 1.1.1 & 1.1.2 do not. (no .psc files)

 

AAF 1.61Beta has files dated 2021, Versions 1.1.1 & 1.1.2 have files dated 2022

 

So which version of AAF should I actually be using, and more importantly where do I get it?

 

Thanks

Version 1.1.1 is the most stable and works with other mods the best.   Version 1.1.2 changed some things around which I found was causing issues with some older mods (this however is likely to be how the proceed from here so eventually that version will be the only one supported)   Both of these version remove the doppleganger which was used in the older versions.   The newer versions are only available on their discord which you will have to join to gain access to the files.  I believe most of the active modders have been using 1.1.1 so I would highly suggest that one over the others.   One last note, if you use MO2 and install one of the newer ones, you can go into the filetree and delete the LL_Fourplay file for the version you are not using (if on 163 you can delete the NG one and vice versa) this will remove the annoying warning message that you have files for the wrong version of the game.

Posted (edited)
18 minutes ago, Mimirue17 said:

Version 1.1.1 is the most stable and works with other mods the best.   Version 1.1.2 changed some things around which I found was causing issues with some older mods (this however is likely to be how the proceed from here so eventually that version will be the only one supported)   Both of these version remove the doppleganger which was used in the older versions.   The newer versions are only available on their discord which you will have to join to gain access to the files.  I believe most of the active modders have been using 1.1.1 so I would highly suggest that one over the others.   One last note, if you use MO2 and install one of the newer ones, you can go into the filetree and delete the LL_Fourplay file for the version you are not using (if on 163 you can delete the NG one and vice versa) this will remove the annoying warning message that you have files for the wrong version of the game.

 

Thanks, I have been on their Discord for a long time, currently they are listing v1.1.2 as the current version.

That's where I got it. However it still has NO source files, same as the download for 1.1.2 from LoversLab.

 

That's why I'm confused, MSM_Alice said it should have source files.

 

@Mimirue17 This app will check ALL your dlls for f4se for compatibility https://www.nexusmods.com/fallout4/mods/87907

Edited by judge007
Posted (edited)
9 minutes ago, judge007 said:

 

Thanks, I have been on their Discord for a long time, currently they are listing v1.1.2 as the current version.

That's where I got it. However it still has NO source files, same as the download for 1.1.2 from LoversLab.

 

That's why I'm confused, MSM_Alice said it should have source files.

While it also comes prepackaged in AAF, the LL_Fourplay plugin is also its own separate thing

[Dev/Test/Beta] LL FourPlay community F4SE plugin v54 2025 03 30 - Modders Resources - LoversLab

In terms of script sources was talking about the Data\Scripts\Source\User\LL_FourPlay.psc file.

 


Separately from that: 
Scripts Source files for AAF 1.1.2 are provided on the AAF Discord, in the #Other-releases channel.  since 07/28/2025

Edited by MSM_Alice
Posted
5 minutes ago, MSM_Alice said:

While it also comes prepackaged in AAF, the LL_Fourplay plugin is also its own separate thing

[Dev/Test/Beta] LL FourPlay community F4SE plugin v54 2025 03 30 - Modders Resources - LoversLab

In terms of script sources was talking about the Data\Scripts\Source\User\LL_FourPlay.psc file.

 


Separately from that: 
Scripts Source files for AAF 1.1.2 are provided on the AAF Discord, in the #Other-releases channel.  since 07/28/2025

Thanks, found it!

 

P.S. Overnight I found you had uploaded 3 new releases, any of them require a new game?

Posted (edited)
16 minutes ago, judge007 said:

Thanks, found it!

 

P.S. Overnight I found you had uploaded 3 new releases, any of them require a new game?


If you are not upgrading from versions older than 0.7918, in theory, it should be okay without a new game. 

Just use the latest on the main page,  0.7942.

 

On the topic of recommended AAF version: 
I have tested with the old version with the doppelgangner,  and with the more recent  ones that work across NG and pre NG  (1.1, 1, and 1.1.2), unless something new came up,  in theory MSMA should work with any of them ( LL plugin for the really old one can be updated separately). 

At most (though in theory it should not be needed), if you want to use the 2022-2021 one with the doppel,   might need to recompile the MSMA scripts for the old version with the doppel  (but, if that is needed, it can be done as I do provide script sources for the MSMA Mod, they come with the zip file on each version).

Edited by MSM_Alice
Posted (edited)
41 minutes ago, judge007 said:

Thanks, found it!

 

P.S. Overnight I found you had uploaded 3 new releases, any of them require a new game?

If you are upgrading from a version before 0.7940 to 0.794x,  keep in mind: 

For some reason, in the very first AAF scene in a playthrough, the first time where the anchor eyebot for the new free move camera was generated, its speed was 100 times what it should have been normally (this aberration would occur just once, just the first time). 
Added more checks to address that one-time occurrence, so that it created a better first experience new playthrough. 

 

People who are upgrading from older versions might experience, one-time (after upgrade), a really slow-moving fly cam in the first AAF scene, as I am compensating for a 100x speedup on the very first AAF scene with an orbit cam, which the mod records happening (just the first one, then it is back to baseline).


This does not happen more than once, and it does not happen for the people with new playthroughs; for them, this massive slowdown works as intended, counterbalancing the first-time massive speedup.
Just for the ones who upgrade, just for the first AAF scene after the upgrade.

Edited by MSM_Alice
Posted

May have been a bit hasty on that "definitely not MSMA" call...Piper's acting up now, I narrowed it down to an 18min window between saves from last night and all I remember happening was a slightly bumpy MSMA surrender with the mutie gang between the Granary Graveyard and Goodneighbour. Might have been a PVPK tentacle spawn, but I may be conflating that with a later fight...

 

I have found the pacify bubble tends to cause issues with the next surrender, it seems to prevent auto-surrender and even if you do it instantly yourself it classes as a combat surrender rather than "Don't shoot, I'm pathetic(-ly horny)!". Not sure if this is sporadic or consistent per se, different groups, modded creatures, and fast travel were involved.

 

cf "actor.setcompanion" false false at least got Piper out of the team, but the bug persists. Going to see if I can narrow it down any more, but this seems to be related to the addition of the infiltration systems.

 

Schlong pin cushion is full length again, the two Rexford traders did the trade interrupt in the shack and that removes QoH subtitles but doesn't disable her as I originally thought. 

Posted (edited)
1 hour ago, JemappelleRedacted said:

May have been a bit hasty on that "definitely not MSMA" call...Piper's acting up now, I narrowed it down to an 18min window between saves from last night and all I remember happening was a slightly bumpy MSMA surrender with the mutie gang between the Granary Graveyard and Goodneighbour. Might have been a PVPK tentacle spawn, but I may be conflating that with a later fight...

 

I have found the pacify bubble tends to cause issues with the next surrender, it seems to prevent auto-surrender and even if you do it instantly yourself it classes as a combat surrender rather than "Don't shoot, I'm pathetic(-ly horny)!". Not sure if this is sporadic or consistent per se, different groups, modded creatures, and fast travel were involved.

 

cf "actor.setcompanion" false false at least got Piper out of the team, but the bug persists. Going to see if I can narrow it down any more, but this seems to be related to the addition of the infiltration systems.

 

Schlong pin cushion is full length again, the two Rexford traders did the trade interrupt in the shack and that removes QoH subtitles but doesn't disable her as I originally thought. 


There were some flow issues with Bimbo surrender/Bimbo Pacifications at bimbo level 0 (which should not normally be allowed), which have since been corrected in 0.7942.
Are you trying these at bimbo level 0 by any chance?  (probably not, given the nature of the enemies)


When you say " peace bubble," are you referring to the more complex AAF pacify bubble (done with special factions and that auto-ends when you open the pipboy)?
Or to the parallel MSMA infiltration, and extensible peace-bubble (which done more simply, by making the player undetectable by enemies for the duration.
It is actually just an extreme form of stealth.)

 

Edited by MSM_Alice
Posted (edited)
1 hour ago, JemappelleRedacted said:

May have been a bit hasty on that "definitely not MSMA" call...Piper's acting up now, I narrowed it down to an 18min window between saves from last night and all I remember happening was a slightly bumpy MSMA surrender with the mutie gang between the Granary Graveyard and Goodneighbour. Might have been a PVPK tentacle spawn, but I may be conflating that with a later fight...

 

I have found the pacify bubble tends to cause issues with the next surrender, it seems to prevent auto-surrender and even if you do it instantly yourself it classes as a combat surrender rather than "Don't shoot, I'm pathetic(-ly horny)!". Not sure if this is sporadic or consistent per se, different groups, modded creatures, and fast travel were involved.

 

cf "actor.setcompanion" false false at least got Piper out of the team, but the bug persists. Going to see if I can narrow it down any more, but this seems to be related to the addition of the infiltration systems.

 

Schlong pin cushion is full length again, the two Rexford traders did the trade interrupt in the shack and that removes QoH subtitles but doesn't disable her as I originally thought. 



There's also this scenario, that perhaps happens: 

Let's say you are a bimbo level 2, who has access to"kill by sexfight" 
You have done the initial surrender, and successfully dazed/killed/ frenzied all of them, and are now in the infiltration " peace bubble" mode, which you keep extending by occasionally seducing one by one the enemies you come across.

If one of these enemies that you use to extend the infiltration gets killed post sex due to a regular sexfight kill, then that death will alert all neighboring enemies. 
It will not, however, on its own, hard-stop the infiltration.
The enemies will go on alert, but won't attack you; they'll look for other threats. They will appear as " in combat," though, and trying to use the sexfight button in this state on them will either say that they are too hostile, or offer the prompts for regular surrender, nor the bimbo-surrender, not the Infiltration extension via further seduction. 
If you can wait it out, they will calm down eventually, and you can resume regular infiltration by extending it again via one-by-one seduction, provided the timer hasn't run out in the process.

I allowed them to re-enter combat in this scenario, so that the wait for them to calm down is a mini "punishment".
Really, during infiltration, the outcomes one should favour are daze or paralysis or, at most, frenzy when wanting to cause a commotion. 
Less so death (though arguably you can use that death to cause a commotion too, if you want to strategically cause some of them to move from a certain spot, but frenzy might work better for that).


If you don't manage to wait the aggro out, to re-extend the infiltration, and the daze induced pacification ends because of the timer running out, then they go proper aggro, and as they do that, that temporary aggro time from before does count against the "15-second limit from the start of combat " (15 seconds or however you have set in your MCM), rule as "time spent activelly fighting, before surrendering, that decides if a bimbo-surrender is still possible or not".
And that is why you might not get the bimbo-surrender option the very next time.

Separated from the above: 

If, during daze-pacificiation, you bimbo-insta-kill an already paralyzed opponent (you can do that if you have the Sandman perk), that action does end the Infiltration peace bubble right then and there.




 

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

It is actually just an extreme form of stealth

That explains a lot, actually: it lets me Stealth Kill from in front of them, and turrets end the effect when you bump into then. Possibly also alarm lights?

 

That said, this is completely different and very, very strange: After a fatal sexfight and changing cells (particularly fast travel) the MSMA notification of the ending pacification effect happens after the new enemy group go aggressive, usually just before they start shooting but not always, then the auto surrender may or may not trigger, and in both manual or auto it counts as "oops, too long and/or gun out". Given the 3 minute window, this is almost always expired before the next encounter.

 

Insofar as the follower dialogue breaking, it's very much repeatable from that save: it triggers on the next surrender fight, whether it was the mutants or the gunners after killing the muties.

 

Best as I can tell the process was: Prostitution for credit (arturo), Prostitution for credit(Solomon), Fast Travel: the bus with ghouls near the commons, aggro: false "late/armed" surrender. In the last 2 attempts it's also had a glitched camera that seems to be Orbit rather than Viewbot (or stuck Viewbot, vertical keys work but lateral do not), and end of act the follower's talk section was hidden.

 

Whether this was a holdover from an even older surrender or not, I can't say. Fresh game from...7923? Updated to 7925 then 7942, but present in 7925 as well. B7 in all cases, kill enabled.

 

Edited by JemappelleRedacted
Posted

Rolled back even further, the hour prior to the prostitution test was a partially successful Workshop Framework refit of Home Plate, and before that it was the mutants on the corner which may have been interrupted.

 

This time, a shark tripped the end of the infiltration. then the surrender went properly. The cam was indeed a bugged Viewbot stuck in position (toggling to Orbit fixed that), they were "punished" with sound effects but didn't actually die...and then Piper was bugged. 

 

Trying to upload a log but the site keeps kicking out an error, seems to be one of those days -_-

 

Posted
20 minutes ago, JemappelleRedacted said:

Rolled back even further, the hour prior to the prostitution test was a partially successful Workshop Framework refit of Home Plate, and before that it was the mutants on the corner which may have been interrupted.

 

This time, a shark tripped the end of the infiltration. then the surrender went properly. The cam was indeed a bugged Viewbot stuck in position (toggling to Orbit fixed that), they were "punished" with sound effects but didn't actually die...and then Piper was bugged. 

 

Trying to upload a log but the site keeps kicking out an error, seems to be one of those days -_-

 

hmm...

I don't do stuff to companions other than adding and removing the stealth perk... so I don't have a clear idea what might cause their menus/dialogues to go away,
But maybe there are some errant dialogue menus left over from prostitution that do that. 

I might just create a timer on prostitution, and that 30 seconds after a charm/prostitution ends (and on a new prostitution start), it just forces shut down any dialogues from that quest that are still going.
And will remove the "uninterruptible" flag on that convo, to make it interruptable.
 

Posted (edited)
2 hours ago, JemappelleRedacted said:

Rolled back even further, the hour prior to the prostitution test was a partially successful Workshop Framework refit of Home Plate, and before that it was the mutants on the corner which may have been interrupted.

 

This time, a shark tripped the end of the infiltration. then the surrender went properly. The cam was indeed a bugged Viewbot stuck in position (toggling to Orbit fixed that), they were "punished" with sound effects but didn't actually die...and then Piper was bugged. 

 

Trying to upload a log but the site keeps kicking out an error, seems to be one of those days -_-

 

Here is a version where the end dialogue from the Charm and Prostitution

- Is interruptable (both by events like combat and also player turning and walking away - though the NPC should try and follow). 
- Once it starts, I look to see if it is still running every 10 seconds
- If it is not running and it also didn't reach its normal end, I force-end it.


Let me know if that sorts things out with the follower dialogue.
I suspect it is not the followers who are bugged, but the player dialogue itself.

I don't have many other ideas of what it could be.

Maybe a test on a fresh game, or at least on a save point from before the problem started appearing, and disabling the bimbo silly anims would be in order. 
( just to rule that out)  

 

Edited by MSM_Alice
Posted (edited)

Ok, this one has a bunch of tests for detecting if prostitution /charm end dialogue is getting cancelled, cut off,or stuck, or similar before it completes.
@JemappelleRedacted

If it does get cut off, then it auto-resets things.

Also, force re-loads the prostitution/charm quests by reloading them from the ESP. some of the issues came from the fact that it was an upgrade,  not a new game, and if not a new game, quests and their stages don't get synced up with their more recent form from the ESP automatically; they need to be force-stopped and force reset.

If indeed this was the cause of the Follower dialogue woes, they should be a thing of the past. 
You can also any any time force a reset manually with the button to force prostitution in the MSM debug section.
But perhaps it is more elegant to be autodetected and automatic.

image.thumb.png.885520030b457077a75806de1cb29517.png

 

 

Edited by MSM_Alice
Posted
12 hours ago, MSM_Alice said:


If indeed this was the cause of the Follower dialogue woes, they should be a thing of the past. 

Apparently this is..kind of right? Process: loaded in, entered DC, bought HP, acquired Piper (if anyone knows why she and Mcdonnough keep returning to DC's entrance, please let me know!), WSFW rebuild (still partial, very annoying but potential underlying issue affecting multiple systems?), slept, got drunk, PVPK Easy Prey kicked off (Thanks Piper, nice to meet you too -_-), cooked off with consequences disabled, talk option broken.

 

Reset with MCM option declared it was not required, started MSMA peace system so couldn't re-engage, but could loot with MSMA button. Lot of lag, post Kyle murder event, tried Solomon but the choices were delayed and ended up...slow dancing? For ReasonsTM? Probably extending the peace system. Went to Arturo for store credit, he was chosen as Harasser (which stuck into the shack, possibly causing issues where it took a good 30-40 seconds for challenges to be issued), the auto-correct system determined the dialogue was cut short so it reset it. Spoke to Piper and the talk menu was visible, so it did at least fix itself on that specific autocorrect.

 

Take 2 is the log I was trying to send last night, Semi fixed is what I just described.

Going to roll back to acquiring Piper to see if removing PVPK perks and Harassment will help. 

Papyrus Semi fixed.log Papyrus take 2.log

Posted (edited)
1 hour ago, JemappelleRedacted said:

Apparently this is..kind of right? Process: loaded in, entered DC, bought HP, acquired Piper (if anyone knows why she and Mcdonnough keep returning to DC's entrance, please let me know!), WSFW rebuild (still partial, very annoying but potential underlying issue affecting multiple systems?), slept, got drunk, PVPK Easy Prey kicked off (Thanks Piper, nice to meet you too -_-), cooked off with consequences disabled, talk option broken.

 

Reset with MCM option declared it was not required, started MSMA peace system so couldn't re-engage, but could loot with MSMA button. Lot of lag, post Kyle murder event, tried Solomon but the choices were delayed and ended up...slow dancing? For ReasonsTM? Probably extending the peace system. Went to Arturo for store credit, he was chosen as Harasser (which stuck into the shack, possibly causing issues where it took a good 30-40 seconds for challenges to be issued), the auto-correct system determined the dialogue was cut short so it reset it. Spoke to Piper and the talk menu was visible, so it did at least fix itself on that specific autocorrect.

 

Take 2 is the log I was trying to send last night, Semi fixed is what I just described.

Going to roll back to acquiring Piper to see if removing PVPK perks and Harassment will help. 

Papyrus Semi fixed.log 1.92 MB · 0 downloads Papyrus take 2.log 111.33 kB · 0 downloads


Thank you for providing the logs and context. 
The more I hear, the more it is clarified that indeed the likely cause of the dialogue woes was: one of the dialogue scenes (from earlier prostitution /charm, or maybe even external)  was somehow still open, hanging on from before, affecting the player (and its ability to open new dialogue scenes).

In theory, after the autocorrection, it should all be good from that point on. 

Same on a new game.

 


Now, in  ~ 24 hours, I need to leave for a 14-day work trip, so I'll be away from my personal modding computer, so I am hesitant about doing big changes now, if things are in equilibrium :). At most, I can try to have another test version on the thread, but not on the main page. 


If you want to force a reset with the button in the menu instead, indeed, that MCM button only does stuff if it sees the Global variable called msma_WhoringInSession set to 1.  Otherwise, it assumes there's nothing that needs to be touched/reset.
So if you want to trick it to force-work ( not super advised :D, but if you really want to tinker ), you can either start a session, which you reset on the final convo, OR manually set that global to 1 on the console manually, then press that button/run the reset. 
But it won't do a lot more things/operations than the autocorrect already did, if it kicked in.

 

Maybe I should just add a button in debug that force-starts a dummy dialogue scene on the player so you can use it to reset lingering dialogue scenes from other mods, too. 

Edited by MSM_Alice
Posted
3 hours ago, genericlogin said:

I got it working. The problem turned out to be that Real Handcuffs had an old version of LL_fourPlay in it.

Glad you got it working!. Thank you for updating.
An overly old LL_Fourplay plugin was indeed the only hypothesis that made sense, given what the log was saying. 

Posted
1 hour ago, JemappelleRedacted said:

Apparently this is..kind of right? Process: loaded in, entered DC, bought HP, acquired Piper (if anyone knows why she and Mcdonnough keep returning to DC's entrance, please let me know!), WSFW rebuild (still partial, very annoying but potential underlying issue affecting multiple systems?), slept, got drunk, PVPK Easy Prey kicked off (Thanks Piper, nice to meet you too -_-), cooked off with consequences disabled, talk option broken.

 

Reset with MCM option declared it was not required, started MSMA peace system so couldn't re-engage, but could loot with MSMA button. Lot of lag, post Kyle murder event, tried Solomon but the choices were delayed and ended up...slow dancing? For ReasonsTM? Probably extending the peace system. Went to Arturo for store credit, he was chosen as Harasser (which stuck into the shack, possibly causing issues where it took a good 30-40 seconds for challenges to be issued), the auto-correct system determined the dialogue was cut short so it reset it. Spoke to Piper and the talk menu was visible, so it did at least fix itself on that specific autocorrect.

 

Take 2 is the log I was trying to send last night, Semi fixed is what I just described.

Going to roll back to acquiring Piper to see if removing PVPK perks and Harassment will help. 

Papyrus Semi fixed.log 1.92 MB · 0 downloads Papyrus take 2.log 111.33 kB · 0 downloads

hmm I know it sucks but removing mods like those two might leave traces behind in every save from the start.  If trying to troubleshoot it would be better to remove mods, start fresh then you can add mods later (to a point) and do less damage to results.   I have not had a chance to try any of the last 10 updates?! in the past day or two....work has kept me away.  Plus regardless of if possibly being safe to upgrade to newer version, I never trust that to be the case and start over especially with so much being worked on.

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