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Posted (edited)
1 hour ago, Mimirue17 said:

I noticed a possible issue with using SAKR over CSL for calling the approach.   When using MSMA there are times when there is a dialogue right after sex which does not allow time for redress.   Since there were multiple NPC's around the player at the time one of the ones not included in dialogue assaulted the player as they were still naked.   The one triggering the assault was a FEV Hound which I found interesting, but I think the way they are coded has something to do with it (one of Viggo's Hounds).   Just though I would bring it to your attention.

 

I don't actually play MSMA so I'm not really clued into the mod, but typically this mod should only work with hostile characters. I'd assume the issue would also be the same for CSL as it is for SAKR since they're both just checking something before sending the surrender call. 

 

Honestly I'm not sure how I'd be able to solve this, I could maybe put an exclusion so that the surrender event wont happen when the player is in dialogue which would probably stop that specific instance from occuring but the second you leave the conversation it will still happen anyway (provided the rest of the conditions are filled). The only workaround I can think of in the meantime is changing the surrender chance to 0 which effectively should stop the mod from doing anything, then back to what you want it to be after. 

Edited by Franco Cozzo
Posted
23 minutes ago, Franco Cozzo said:

 

I don't actually play MSMA so I'm not really clued into the mod, but typically this mod should only work with hostile characters. I'd assume the issue would also be the same for CSL as it is for SAKR since they're both just checking something before sending the surrender call. 

 

Honestly I'm not sure how I'd be able to solve this, I could maybe put an exclusion so that the surrender event wont happen when the player is in dialogue which would probably stop that specific instance from occuring but the second you leave the conversation it will still happen anyway (provided the rest of the conditions are filled). The only workaround I can think of in the meantime is changing the surrender chance to 0 which effectively should stop the mod from doing anything, then back to what you want it to be after. 

MSMA Author added the hounds to the SH and Hot Pockets block list, so they should no longer be able to cause approaches to the player, so problem should be resolved!

Posted (edited)
31 minutes ago, Franco Cozzo said:

 

I don't actually play MSMA so I'm not really clued into the mod, but typically this mod should only work with hostile characters. I'd assume the issue would also be the same for CSL as it is for SAKR since they're both just checking something before sending the surrender call. 

 

Honestly I'm not sure how I'd be able to solve this, I could maybe put an exclusion so that the surrender event wont happen when the player is in dialogue which would probably stop that specific instance from occuring but the second you leave the conversation it will still happen anyway (provided the rest of the conditions are filled). The only workaround I can think of in the meantime is changing the surrender chance to 0 which effectively should stop the mod from doing anything, then back to what you want it to be after. 

These particular ones are not hostile (not allied either, just neutral).  The animation itself might have had "aggressive" tag, but that's about it. 
At any rate, the supermutant (Viggo)  was already added to the HP and SH exclusion list via the appropriate Actor Values, now the "non-speaking" Actors ( his hounds)  have those Actor Values set too. Just that I didn't expect them to be valid initiators for SH or HP.

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

These particular ones are not hostile (not allied either, just neutral).  The animation itself might have had "aggressive" tag, but that's about it. 
At any rate, the supermutant (Viggo)  was already added to the HP and SH exclusion list via the appropriate Actor Values, now the "non-speaking" Actors ( his hounds)  have those Actor Values set too. Just that I didn't expect them to be valid initiators for SH or HP.

 

I don't think SH itself is being called by SS directly so disabling SH may not work to stop it, just the animations for the molest and maybe a function or two used due to this having its own molest routine since the default one kept failing/being auto-resisted whenever I tried to call it directly. I also added a toggle in a previous version so it wouldn't call harassment for non-humanoids so it would redirect the call to Autonomy Enchanced instead of using harassment, that said, I have experienced the player being stuck on the ground in the knockdown position, the only time I saw it I just did a manual violate surrender afterward to un-stick the player, I'm not sure how I'm going to fix that, probably with a timeout or something.

 

But if they weren't hostile and the mod still caused a surrender then I'm not sure what happened there since it is only filtering for an enemy/hostile actor (akEnemy) which is why you can still run through diamond city nude and not constantly fire off surrenders.

 

The best way to stop this mod via another mod would likely be to find the surrender % chance value (its a global) and then reading it, setting it to 0 then resetting it when viable, or changing the minimum distance to 0/1 possibly.

 

Or maybe tell the mod it is already doing something by setting SS_IsModBusy to 1 but I'm not sure if that will cause other issues later for this mod, it probably should be fine though.

 

Edit also i totally forgot theres a basic "SS_Enabled" global that would just be easier to call overall, whoops.

Edited by Franco Cozzo

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