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Posted
13 minutes ago, vranina said:

Now I can see in the logs that scenes with two characters are being launched. The problem was most likely the small number of max actors and the value of 2 for solo scenes. Four actors may be too few to select a valid animation, especially considering gender chances, and solo scenes in mode 2 not only work as a fallback, but also compete with scenes for a larger number of actors on equal terms. On paper, they are equal, but in fact they have an advantage, because the fewer actors there are, the easier it is to find a scene that can be launched, and in fact, solo scenes will appear more often.

Posted (edited)

@Evi1Panda Hi, I just wanted to tell you that I really like the drawing you have as an image for this mod. The drawing is simple, but interesting, every time I see the image it catches my attention. I just had to write to you.

 

Spoiler

logo.jpg

 

Edited by poblivion
Posted (edited)

Hey @Evi1Panda Thanks for all the work on NAFbridge! It seems to be more stable now and I want to start testing it with just AutonomySex as the scene generator.

 

Unfortunately, it is very difficult to actually play the game if AutonomySex is active all the time. It is great if you are pottering around a settlement or recreating in a club or bar, but as soon as you are out in the wasteland or downtown Boston all sorts of crazy shit happens. Things like:

  • Random Autonomy scenes interfering with (or breaking!) quest dialogues and objectives
  • Broken animations, stranded NPCs, and failed redressing when fast-travelling or moving in/out of interior cells.
  • Hostile factions engaged in scenes with allied factions
  • etc

To avoid these problem there could be some welcome additions to AutonomySex:

  1. Enable/disable AutonomySex, with a hotkey or a console command
  2. Automatically stop all scenes before fast-travelling or moving in/out of interior cells
  3. Hotkey or console command to cancel all animations
  4. A small further degree of compatibility with Autonomy v2.8

***************

Autonomy2.8 already provides features that are fully compatible with AutonomySex. The random scene generation part of Autonomy2.8 does not need to be enabled for these other features to work:

  •  Solo scene for NPC under cursor by hotkey.
  •  F11 (player has scene with NPC under cursor) hotkey.
  •  Assign NPC under cursor as Sex Worker with hotkey. (NPC earns random caps for each scene)
  •  Comprehensive Factional and individual blacklisting/whitelisting. Hotkey toggles "Autonomous" Perk on any NPC under cursor..

Autonomy2.8 assigns the "Autonomous" Perk* by RobCo on a configurable Factional level. If an NPC possesses the Perk they should be excluded from sex scenes.

 

So to turn AutonomySex into AutonomySex Enhanced! 😀 all that is required is for AutonomySex to recognise the "Autonomous" perk when checking NPCs for scenes. Please would you consider including an "Autonomous" Perk check for AutonomySex?

 

 

* "Autonomous" perk: AAF_AutonomyEnhanced.esp, ID xx001EE6

Edited by dosfox
Posted

@dosfox As always, your feedback is invaluable and helps drive improvement. Thank you for your patience with my delayed reply. Your post required a considered response, so I took some time to step back and address each point thoroughly.

 

Quote

Random Autonomy scenes interfering with (or breaking!) quest dialogues and objectives

 

Following the design philosophy I mentioned earlier, I believe the most integrated solution is to use pre-configured exclusion lists for sensitive locations and characters. For characters assigned via quest aliases, using Keyword-based exclusions within those aliases is the intended method.
That said, I understand the practical need for a manual override. Adding a simple ON/OFF toggle (via MCM or a hotkey) is a reasonable quality-of-life feature. I can look into adding this in a future update.

 

Quote

Broken animations, stranded NPCs, and failed redressing when fast-travelling or moving in/out of interior cells.

Let's break this down:

  • Broken animations: To diagnose this, we would need specific logs from when the issue occurs. The cause could range from animation resource issues to specific actor state conflicts.
  • Stranded NPCs: If you have specific, reproducible examples of where and how NPCs get stuck, please share them. This is a high priority to fix.
  • Failed redressing on cell change: This is a critical point I had overlooked. The scene should not persist if the player is no longer present. This is being addressed at the framework level. NAF Bridge v1.48+ now includes a feature to interrupt a scene if any of its actors are unloaded from memory, which should resolve this issue.
Quote

Hostile factions engaged in scenes with allied factions

The "runaway" mechanism (actors returning to their original positions post-scene) was implemented precisely for these scenarios. However, I admit it hasn't been tested exhaustively. If you're experiencing problems with it — actors not returning correctly — detailed reports would be extremely helpful for debugging.

 

Quote
  1. Hotkey or console command to cancel all animations

Implementing this reliably is more complex than it seems, as it requires tracking all active scenes globally and ensuring a safe, clean termination for each. This adds significant code complexity, the intended method remains using NAF's own scene management (updated in 1.48).

 

Quote
  1. A small further degree of compatibility with Autonomy v2.8

To be honest, I don't plan on using this mod together with AE. It defeats the whole purpose of why I made it in the first place — to get rid of the autonomy bugs, namely the constantly silent characters and Dogmeat speaking human language. Using these two mods together brings us back... As for the absence of calls for characters who are already in scene, this is already provided for at the NAF Bridge level.

 

Summary & Next Steps:

  • ON/OFF Toggle: I'll consider adding this.
  • Cell Change/Unload Issue: Should be resolved by NAF Bridge v1.48. Please update.
  • "Runaway" Mechanism Bugs: I need specific examples to investigate.
  • Compatibility with Autonomy 2.8: Not planned. The mod is designed to be configured once via xEdit and then function autonomously within its defined rules. It is possible that options for adding exceptions using text or json files will be added much later.

Thank you again for such detailed and constructive feedback. It's precisely this kind of discussion that helps shape a more robust and user-respectful mod. Even when we differ on design philosophy, your reports highlight crucial practical issues—like the cell unload problem—that absolutely need to be fixed.

Posted (edited)

@Evi1Panda Thank you for your detailed reply.

 

Quote

... I understand the practical need for a manual override. Adding a simple ON/OFF toggle (via MCM or a hotkey) is a reasonable quality-of-life feature. I can look into adding this in a future update.

 

THANK YOU! This is currently my number 1 issue with AutonomySex and when implemented will make things much easier to test and identify specific errors.

 

 

Quote

Broken animations: To diagnose this, we would need specific logs from when the issue occurs. The cause could range from animation resource issues to specific actor state conflicts.

 

Is it possible to include timestamps in the log file? That would make it much easier to locate and report errors.

 

 

Quote

The "runaway" mechanism (actors returning to their original positions post-scene) was implemented precisely for these scenarios. However, I admit it hasn't been tested exhaustively. If you're experiencing problems with it — actors not returning correctly — detailed reports would be extremely helpful for debugging.

 

This is more a question of blacklisting, not actors returning to their original positions post-scene. In my style of gameplay i prefer hostile factions not to have sex with allied factions unless i allow them to, and there presently is no AutonomySex control for that.

 

Quote

... To be honest, I don't plan on using this mod together with AE. It defeats the whole purpose of why I made it in the first place — to get rid of the autonomy bugs, namely the constantly silent characters and Dogmeat speaking human language. Using these two mods together brings us back ...

 

If the Scene generating function of Autonomy2.8 is disabled in MCM, the bugs you mention do not exist. I do plan to continue using AE2.8 with scene generation disabled, even if just for the hotkey functions listed above, and to rely exclusively on AutonomySex to generate random scenes.

 

If a simple check for the Autonomous perk could be included in AutonomySex NPC selection it would allow for the use of a sophisticated blacklisting system that would require no other input on your part, not even an MCM option. I have played all versions of Autonomy, RSE, AutonomyEnhanced, etc,etc for literally thousands of hours and have found that AE2.8's Perk system is as close to perfection as has ever existed, and allows for every style of gameplay. I would be lost without it, and i'm sure other players would appreciate it's reliability and efficiency, if they don't already.

 

Many new users of AutonomySex will already have AutonomyEnhanced v2.8 installed and would appreciate being able to continue using the hotkey and blacklist functions which are not available in AutonomySex.

 

Thanks again for your informative reply!

 

Edited by dosfox
new users
Posted

@dosfox

You're correct about the current system. It was designed with creature encounters in mind, but as it stands, it also allows scenes between genuinely hostile human factions, which breaks immersion. Random raider-settler romance has no place in the Commonwealth — this isn't Shakespeare.

I will fix this. I'll implement a proper faction relationship filter within AutonomySex's own framework to prevent those scenes appropriately.

Posted (edited)
2 hours ago, Evi1Panda said:
  • Broken animations: To diagnose this, we would need specific logs from when the issue occurs. The cause could range from animation resource issues to specific actor state conflicts.
  • Stranded NPCs: If you have specific, reproducible examples of where and how NPCs get stuck, please share them. This is a high priority to fix.
  • Failed redressing on cell change: This is a critical point I had overlooked. The scene should not persist if the player is no longer present. This is being addressed at the framework level. NAF Bridge v1.48+ now includes a feature to interrupt a scene if any of its actors are unloaded from memory, which should resolve this issue.

 

Here is one such situation that demonstrates all three of those errors. Sorry, no technical details, but maybe a picture tells a thousand words?

 

Spoiler

While pottering around Jamaica Plain with Ivy, i remembered some business that had to be done in the JP Basement (interior cell). Ivy accompanied me, but i only heard her voice, did not notice if she was clothed or not. On returning from the basement several minutes later, this NPC (Winter) was seen humping dry air.

ScreenShot76.jpg.cdae9e259fbb1e70769fcbff502cfea4.jpg

 

He continued for several minutes until naked Ivy teleported back from wherever she was, right into the middle of him! He stopped animating and reEquipped his weapon, but did not redress.

 

ScreenShot77.jpg.cf6ac8e73894f0f95e62368adebe2ee6.jpg

 

The scene could be stopped with GUI, and both characters then separated and redressed.

 

 

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

 

Here is one such situation that demonstrates all three of those errors. Sorry, no technical details, but maybe a picture tells a thousand words?

 

  Hide contents

While pottering around Jamaica Plain with Ivy, i remembered some business that had to be done in the JP Basement (interior cell). Ivy accompanied me, but i only heard her voice, did not notice if she was clothed or not. On returning from the basement several minutes later, this NPC (Winter) was seen humping dry air.

ScreenShot76.jpg.cdae9e259fbb1e70769fcbff502cfea4.jpg

 

He continued for several minutes until naked Ivy teleported back from wherever she was, right into the middle of him! He stopped animating and reEquipped his weapon, but did not redress.

 

ScreenShot77.jpg.cf6ac8e73894f0f95e62368adebe2ee6.jpg

 

The scene could be stopped with GUI, and both characters then separated and redressed.

 

 

Okay, but you need to understand that there will be no reverse effect. Patch 1.48 itself will not complete scenes that have already taken place and was lost by unloaded. NAF will continue to play it. However, new scenes should be completed when any of the participants unloads. This only applies to scenes launched via the API.

Edited by Evi1Panda
Posted (edited)

@Evi1Panda .... Just a few bugs:

  • Here is an interferred-with quest. Very unimmersive. I thought NPCs on active quests were excluded from AutonomySex scenes?
  • Please note that the 3P animation began in Jamaica Plain, but it is still in GUI after travelling from JamaicaPlain>CabotHouse>ParsonsAsylum.
Spoiler

ScreenShot88.jpg.1f0649d61aa476641709ad068552af68.jpg

 

  • The AutonomySex quest flags are very faulty. Many active scenes are not flagged and there are many solo NPCs wandering around with a flag over them although they never end up in a Scene. Flashy Joe and Invictusblade tried for years to implement this feature, but it was never fully successful. Good luck!
Spoiler

ScreenShot87.jpg.1373a54953dcff5f41e538f4842497a4.jpg

  • Despite gender set to hetero in MCM, in this log there are instances of FF, FFF, and FFM scenes - but no MMFscenes.
  • Solo scenes mode is set to "Fallback Only" in MCM Scene and AltScene, but i have seen no solo animations.

BTW, is there any chance of timestamps in the log? Then i would be able to cross-reference the log with OBS captures and pinpoint problems.

aaSUPF4SEDebugPrint.txt

AutonomySex.ini:

Spoiler

[DefaultScene]
iChanceThreeActors=20
iChanceLargeActors=10
iChanceHetero=100
iChanceTwoActors=70
iEnableSolo=1
iMaxTotalActors=5
[General]
iLogLevel=2
fMainLoopInterval=30.000000
fMainLoopIntervalFallback=20.000000
iMaxTriesValidateScene=10
iMaxDistanceFromPlayerToScene=2500
iMaxDistanceBetweenActors=1000
bEnableDialoguesBetweenActors=0
bEnableHostileActors=0
bEnableWarpForHostileActors=0
iMaxRecentlyInSceneActors=2
[AltScene]
iChanceHetero=100
iEnableSolo=2
iMaxTotalActors=2
bPreferFurniture=0

 

Edited by dosfox
Posted (edited)
Quote

Here is an interferred-with quest. Very unimmersive. I thought NPCs on active quests were excluded from AutonomySex scenes?

No, there isn't. But it's an interesting idea, although it might be difficult to implement. But it's possible.

 

Quote

Please note that the 3P animation began in Jamaica Plain, but it is still in GUI after travelling from JamaicaPlain>CabotHouse>ParsonsAsylum.

It's hard to say what exactly the reason might be. Perhaps the cell is not actually unloaded and continues to be loaded for some reason within the game engine. Here's what the wiki says:
This event is only sent when an object's 3D is unloaded. This may or may not have anything to do with its parent cell and/or the player's location in the world. Don't rely on it happening every time a player leaves the parent cell, even an interior.

OnUnload - ObjectReference - the CreationKit Wiki

 

Quote

The AutonomySex quest flags are very faulty. Many active scenes are not flagged and there are many solo NPCs wandering around with a flag over them although they never end up in a Scene. Flashy Joe and Invictusblade tried for years to implement this feature, but it was never fully successful. Good luck!

I'll keep an eye on that.

 

Quote
  • Despite gender set to hetero in MCM, in this log there are instances of FF, FFF, and FFM scenes - but no MMFscenes.
  • Solo scenes mode is set to "Fallback Only" in MCM Scene and AltScene, but i have seen no solo animations.

This is perhaps the most difficult part of this mod — sorting through various combinations and prioritizing them when making choices. It is very difficult to find the perfect balance with a minimum of tools (such as convenient quick containers and papyrus restrictions). All I can say is that if you don't see a fallback in the form of solo scenes, then it's not needed.

 

 

p.s. I can't get around to testing it myself, I don't have enough time. I would be interested to see what problems I would encounter myself. I did test it, of course, but in controlled conditions, without long runs to different locations, just short trips. I've seen some of the things you mention, but not others. But I remember everything!

 

p.p.s By the way, markers are also tied to OnUnload to some extent, so this may not be a very reliable method. I need to think about how to get around this. Perhaps using also OnLocationChange event.

Edited by Evi1Panda
Posted

can we get a simple way of adding custom races/monsters in like a config file. something like "racename" and id.
i really hate using the fo4edit just to add a race or i need to learn where i need to put the race and i really don't want to waste day or 3 just to get that to work.

Posted
2 hours ago, shittyguy said:

can we get a simple way of adding custom races/monsters in like a config file. something like "racename" and id.
i really hate using the fo4edit just to add a race or i need to learn where i need to put the race and i really don't want to waste day or 3 just to get that to work.

I think I already replied that I might add a way to do this via json files later. But that will be in a week or two. I just don't have time right now. But I was talking about exclusions, and what is missing in the races? 

Posted (edited)
2 hours ago, Evi1Panda said:

I think I already replied that I might add a way to do this via json files later. But that will be in a week or two. I just don't have time right now. But I was talking about exclusions, and what is missing in the races? 

i forgot name of the mod but it was one that add custom/new super mutants, i think from fallout 3/nv

Edited by shittyguy
Posted

great work on this. works well and has good set of features

one problem: men strip before scenes, but women do not strip. Is there a mod or setting I missed? I wanted partial stripping, but if that doesn't work like it does in Skyrim, I would also be happy with full stripping and redressing for women. Also the men don't really redress after scenes either.

Overall, not breaking bugs but confusing why it works like this right now

Posted
6 hours ago, gnarlyfug said:

great work on this. works well and has good set of features

one problem: men strip before scenes, but women do not strip. Is there a mod or setting I missed? I wanted partial stripping, but if that doesn't work like it does in Skyrim, I would also be happy with full stripping and redressing for women. Also the men don't really redress after scenes either.

Overall, not breaking bugs but confusing why it works like this right now

The framework is responsible for undressing, not this mod. You need to figure out how partial undressing is implemented in your case (usually in xml files). If it's xml files, you need to make sure that they are specified correctly. I'm not at my computer right now, so I can't see exactly how it's done, but if you send how you do it, it will definitely help understand what the problem is.

Posted (edited)

interesting, so NAF bridge does have undress redress XML but it only specifies a list of bipedSlots, which are gender neutral

EDIT: I understand now, my NAF XML is messed up, I have no re-equip despite having some unequip. I will copy over from bridge the settings from there

EDIT2: actually the XML made sense, it was just later in the XML. So I dont know why it was bad, but ill expand it to include more bipeds and hope that catches it

Edited by gnarlyfug
Posted (edited)
Spoiler

ScreenShot90.jpg.52603c243b05e34416421f4f759b6e69.jpg

 

Quote

 

... This is not skepticism, but a statement of technical fact: the code of Autonomy Sex does not contain commands for creating NPC duplicates (PlaceAtMe).

Therefore, when you see a duplicate in a scene, the probability that it was created by some third-party mod approaches 100%. Autonomy Sex, while scanning the surrounding NPCs, simply "picked it up" for the scene ...

 

 

Thanks for trying to explain that ... i wasn't expecting an explanation, it's just that in all these years of playing with AAF, NAF, and every flavour of Autonomy, this is the only instance i've ever seen of an NPC actually fucking themself! So it really was more of a LOL than a WTF.


But FYI:

Spoiler

In that session (startgame > quit) AutonomySex 1.1.8 was the only mod generating scenes.
- AE2.8 is installed but was disabled in MCM for that session.
- Settlement Visitors is installed, but for the time being all active settlements are blacklisted.

- MSWL is installed but only works with Ivy.
Otherwise there are no other mods in my load order that generate multi-NPC animation scenes.

 

Demonikone is a vanilla workshop-assigned settler and there is definitely only one of her in Sanctuary. Perhaps the only other notable detail about the scene is my use of Indarello's "Futa" equipmentSet (dick-no balls) instead of Strap-ons.

 

Please don't bother replying to any of this, i will report this type of scene if it ever occurs again.

  • More of a problem is that this F-F scene occurred at all despite "Hetero Scene" set to 100 in MCM.

A couple of other things:

  • Having trouble with AutonomySex on-screen logging. When debug level is set to "Info", often more than half the screen is being spammed by AutonomySex messages during normal travel/questing/combat gameplay. If the debug level is set to "Warning" or "Error" the game is more playable, but it also similarly restricts the debug level in the SUP log. At this stage of development it would be good if SUP log was set to Info level by default, separately from the screen logging level. Timestamps in the SUP log would be very useful too.
  • Why is Railroad HQ banned for AutonomySex? It is a nice moody interior cell with a good mix of NPCs and furniture - very good for testing in! (For AE2.8 i MCM-whitelist the location and hotkey-blacklist Desdemona and TinkerTom, and Carrington during early levels) Can you post a list of any other blacklisted locations please?
Edited by dosfox
Posted

@dosfox

The technical fact remains: neither Autonomy Sex nor NAF Bridge contain code to create NPC duplicates (PlaceAtMe). This is not a matter of opinion, but of verifiable code.

 

On the reported bugs (Hetero Scene, logging, location blacklist):
Thank you for these points. This is the type of specific, actionable feedback that is valuable.

 

Hetero Scene setting not respected: Confirmed. I am aware of this issue and it is on the list for investigation.

 

Logging spam and SUP log granularity: A valid point. Separating on-screen notification level from SUP file verbosity and adding timestamps is a logical improvement for a future update.

 

Railroad HQ blacklist & others: At one point, it seemed to me that casual scenes were inappropriate in that location. I don't have absolute arguments for or against it — the list can be revised.

 

I am currently occupied, but I have noted all this and will address it in the foreseeable future.

Posted
2 hours ago, Evi1Panda said:

VIDEO IN DIAMOND CITY

 

Thanks for posting the video! First impression is that you have an adult version of Settlement Visitors working in Diamond City ...

It looks like  Diverse Bodies is working really well now too.

 

What version of Autonomy sex are you using? Would you mind posting the MCM settings for NAFbridge & AutonomySex that you were using there?

Posted
47 minutes ago, dosfox said:

 

Thanks for posting the video! First impression is that you have an adult version of Settlement Visitors working in Diamond City ...

It looks like  Diverse Bodies is working really well now too.

 

What version of Autonomy sex are you using? Would you mind posting the MCM settings for NAFbridge & AutonomySex that you were using there?

It is the last version that was uploaded. Okay I'll post my edit for xmls and ini settings little later.

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