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non hostile super mutants TTW


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Posted

I have non hostile super mutants in the TTW, is there a quick fix to this someone can help me with? 

I've tried with the geck some but I might have done it wrong. They are hostile even without the temporary naturalness of some mods.

Posted

I had the same issue and I realized that it was being caused by Sexout Spunk because for some reason after being assaulted the faction smell system thing never got removed from them.

 

So if you have another mod that temporary sets them to neautral I'd suggest to disable it.

Posted

Advanced user advise.

If you have GECK or FNVedit you can change the faction reactions in them. Find the references as well and make sure that there isn't any mod that is altering it improperly. If there is some scripts etc that are working at that time make sure they stop or go to a save before it was effected to be sure that the effect don't "stick". Then change it.

 

If there is any mod that is permamently changing the factions without letting the user know make sure you let the mod creator know this is happening. In this case the smell faction should be removed in a timely basis. I believe it is even setable in the MCM. (You might have the timer on for too long. Try shorting it)

Posted

Advanced user advise.

If you have GECK or FNVedit you can change the faction reactions in them. Find the references as well and make sure that there isn't any mod that is altering it improperly. If there is some scripts etc that are working at that time make sure they stop or go to a save before it was effected to be sure that the effect don't "stick". Then change it.

 

If there is any mod that is permamently changing the factions without letting the user know make sure you let the mod creator know this is happening. In this case the smell faction should be removed in a timely basis. I believe it is even setable in the MCM. (You might have the timer on for too long. Try shorting it)

I have tried to change the faction friends and enemy but still nothing happened. I made the player faction an enemy and -100, also I did it for the player and made the mutants enemies, 100.

Posted

It must be a script that is running at the same time that is overriding the changes you have made. You will likely have to trace down that mod and modify it if you can or remove it. Hopefully it is like SCR with the smell faction where you can change the time. If you have SCR installed and it still has the smell faction perhaps turn that down to 0 or almost nothing on a save before this happened and see if that helps. If not check with Halstrom / SCR and see if there might be some issue. He don't have TTW however and that also might be causing some issues. Perhaps some members here that are running TTW can check to see if they get the same effect.

 

A long time ago I had a mod that made mutants friendly to me. I couldn't get them to attack. When I removed that mod everything went back to normal.

Posted

I had the same issue and I realized that it was being caused by Sexout Spunk because for some reason after being assaulted the faction smell system thing never got removed from them.

 

So if you have another mod that temporary sets them to neautral I'd suggest to disable it.

You need to report that issue in the SexoutSpunk thread or it won't be noticed or fixed.

Or similar if it is the SCR Faction smell system which should be disabled automatically if SexoutSpunk is installed.

It's not a bug that it makes them friendly, but it is a bug if it doesn't wear off from the MCM timer settings.

Posted

 

I had the same issue and I realized that it was being caused by Sexout Spunk because for some reason after being assaulted the faction smell system thing never got removed from them.

 

So if you have another mod that temporary sets them to neautral I'd suggest to disable it.

You need to report that issue in the SexoutSpunk thread or it won't be noticed or fixed.

Or similar if it is the SCR Faction smell system which should be disabled automatically if SexoutSpunk is installed.

It's not a bug that it makes them friendly, but it is a bug if it doesn't wear off from the MCM timer settings.

 

 

Yea, SCR Faction system is disabled automatically, and was disabled in my game. My MCM settings were set at one minute.

Thanks for actually reminding me to post the issue, and I've posted it in Sexout Spunk.

Posted

It must be a script that is running at the same time that is overriding the changes you have made. You will likely have to trace down that mod and modify it if you can or remove it. Hopefully it is like SCR with the smell faction where you can change the time. If you have SCR installed and it still has the smell faction perhaps turn that down to 0 or almost nothing on a save before this happened and see if that helps. If not check with Halstrom / SCR and see if there might be some issue. He don't have TTW however and that also might be causing some issues. Perhaps some members here that are running TTW can check to see if they get the same effect.

 

A long time ago I had a mod that made mutants friendly to me. I couldn't get them to attack. When I removed that mod everything went back to normal.

yeah i have no experience in scripting. :(

Posted

@vane000

Nether do I :( At least not at the level of gaming scripting. A few batch scripts etc.

 

I thought it was an issue with SCR however now it seems that Spunk has affected it. LaEspada has posted it in Spunk and Halstrom is aware of it as well. Might take some time to resolve considering it is only an issue with a very few users. Perhaps you and LaEspada can post load orders since also both of you are doing TTW (or at least I beleive both are ) Then a link posted on Spunk page to this one for DoctaSax to see and review.

 

Have you tried to go back to a pervious save before friendly Super Mutants? Reason for asking is you can replay from that point after creating a manual save "hard save" then if it happens again keep note of where and when. That can help. It also could be just some random script firing wrong and now part of the save. It happened once with me and a pregnancy. I had all the masters helping me with that problem, Halstrom etc. NOthing could be found. Went back to before it happened and went forward. She had if memory serves me correctly over 100 offsprings afterwards no problems. At least that is something that you could try. After that perhaps just remove the mods SCR, Pregnancy if you have it. Spunk etc those that are affecting the game. Go to a safe place inside some room without anybody around for a minimum of 3 to 7 days (wait) come out and see if SM's are friendly. If so there isn't anything else I can tell you. If not add one of the mods at a time as needed. Keep in mind if you remove SCR you will have to remove all the mods associated as well.

 

Considering the issues with TTW and what you might have to do to diagnose the issue I would strongly recommend you to copy the entire Fallout folder to a safe place before messing any further. Then you can test whatever comes up on the game you are playing. Also create a hard save and use that instead of the current saves to help find what you did but also protect the time in the game if this ends up being a simple fix.

 
Posted

Have you tried to go back to a pervious save before friendly Super Mutants? Reason for asking is you can replay from that point after creating a manual save "hard save" then if it happens again keep note of where and when. That can help.

 

 

Yes, and if spunk is involved in this, that would be the point where you turn on spunk's debug mode, and type

scof "somefilename.txt"

in the console and post the resulting file so that I can see what's going on.

Posted

Sorry I can't figure out how to post the full log, but here are the highlights.  I hope It helps.  I have it set up so that i can do another full log and let it sit for a few real hours to test.  spurt faction length was set to 1 min.

 

 

 

SetConsoleOutputFilename >> 'TTW_SPURT_LOG'

SexoutNGMAIN: Version 2.6.83

SexoutNGMAIN: Sexout is 0D000DC0

SexoutNGMAIN: SexoutNG is 0D019333

SexoutNGMAIN: SexoutBegin is 0D0027A8

SexoutNGMain: SexoutNGFinishNow is 0D06E548

SexoutNGMain: SexoutNGPause is 0D06E54C

SexoutNGMain: SexoutNGResume is 0D06E550

SpunkFuInitReg called

Spunk Main is 87000DD1

......

SpunkQuLustTrackingScpt: checking actor 00000014, Sharae, at index 0

SpunkFuLustControl: new rape pen is 100.0, new lust is -100

SpunkSPOrgHook cast on Sharae

SpunkSpEndHookScpt:found Sharae in an act

SpunkSpEndHookScpt:ActNo is 0

SpunkSpEndHookScpt: ActorA is Super Mutant Brute

SpunkSpEndHookScpt: ActorB is Sharae

SpunkFuCalcPullout called on Super Mutant Brute, 0A07B4AB

SpunkFuArPopSpurt:called on Super Mutant Brute

SpunkFuCalcVol called on Super Mutant Brute, 0A07B4AB

SpunkFuCalcVol: species mult for 'Supermutant' is 35.00

SpunkFuCalcVol:fRandom is 3.0517

SpunkFuArPopSpurt: voltot for 'Vagina' is 0.000000

SpunkFuArPopSpurt:starting spurt dump

** Dumping Array #54 **

Refs: 2 Owner 87: SexoutSpunk.esp

[ Gender ] : 2.000000

[ Loc ] : Vagina

[ Race ] : (00000000)

[ RaceCat ] :

[ Species ] : Supermutant

[ Vol ] : 35.602905

[ When ] : 6.827822

[ Whose ] : Super Mutant Brute (0A07B4AB)

SpunkFuFindActorIndex called on Sharae, 00000014

SpunkFuFindActorIndex: found 0

SpunkFuUpdateVolKeysPS called on Sharae, 00000014

SpunkFuRetrieveActorInfoAr called on Sharae, 00000014

** Dumping Array #60 **

Refs: 2 Owner 87: SexoutSpunk.esp

[ Spunk:Vol:Anus ] : 0.000787

[ Spunk:Vol:Anus:Human ] : 0.000787

[ Spunk:Vol:Inside ] : 37.817242

[ Spunk:Vol:Inside:Human ] : 2.214338

[ Spunk:Vol:Inside:Supermutant ] : 35.602905

[ Spunk:Vol:Outside ] : 0.000787

[ Spunk:Vol:Outside:Human ] : 0.000787

[ Spunk:Vol:Rectum ] : 2.214338

[ Spunk:Vol:Rectum:Human ] : 2.214338

[ Spunk:Vol:Vagina ] : 35.602905

[ Spunk:Vol:Vagina:Supermutant ] : 35.602905

SpunkFuAddSmell called on Sharae, species is 'Supermutant', time deposited is 6.827822

SpunkFuAddSmell: duration setting is 1, option is 3, new duration is 1.000

SpunkFuAddSmell: choosing faction SPMuties, 87007515

SpunkFuAddSmell:added to faction SPMuties, smellspurt is 1, left is 6.828, duration is 1.000

SpunkFuAddSmell: Sharae not yet in smelltracking, adding

SpunkFuCheckShaderOptions called on Sharae, cum species is 'Supermutant', human option is 3, critter option is 3

SpunkFuAddShader called on Sharae

SpunkFuAddShader: checking key 'Spunk:Vol:Outside:Supermutant'

SpunkFuAddShader: not enough volume, aborting

** Dumping Array #39 **

Refs: 2 Owner 87: SexoutSpunk.esp

[ 0.000000 ] : Sharae (00000014)

.....

DD>> [0][32][Count] = 0

DD>> [0][32][Gender] = 2

DD>> [0][32][Loc] = 'Vagina'

DD>> [0][32][Potency] = 100

DD>> [0][32][Race] = 00000000

DD>> [0][32][RaceCat] = ''

DD>> [0][32][species] = 'Supermutant'

DD>> [0][32][Vol] = 34.1066

DD>> [0][32][When] = 6.82782

DD>> [0][32][Whose] = 0A07B4AB Super Mutant Brute

DD>> [0][33][Gender] = 2

DD>> [0][33][Loc] = 'Crotch'

DD>> [0][33][Race] = 00000000

DD>> [0][33][RaceCat] = ''

DD>> [0][33][species] = 'Supermutant'

DD>> [0][33][Vol] = 1.46131

DD>> [0][33][When] = 6.82782

DD>> [0][33][Whose] = 0A07B4AB Super Mutant Brute

 

Posted

Woot, a log!

Well, addsmell seems to work as it should. Since you hard-set the duration to 1 minute, I'd like to have a look at whatever the log is spitting out a bit later, specifically anything that involves SpunkQuSmellTracking & SpunkFuSmellSpurtShift, because that's when the automatic cleanup should be happening.

Posted

first full log

http://m.uploadedit.com/b032/1394518568816.txt

 

second log.  Waited 3x 24 hours spread out. Traveled to new areas.  Shot SM once to see if they will turn hostile.  Walked away from comp for 15 mins to  let real time pass.  SM are still friendly.  Still waited until I saw :

SpunkQuTracking: marking spurt 0 for removal from Sharae, 00000014 due to no vol

SpunkQuTracking: marking spurt 1 for removal from Sharae, 00000014 due to no vol

http://m.uploadedit.com/b032/1394518403291.txt

 

Just tested Molerat and Dog.  They become hostile

http://m.uploadedit.com/b032/1394520840588.txt

Posted

hm, definitely something not right

your first 2 logs show the pc being added to the smell tracking system, but the tracking system never starts, which it should.

 

However, it does all seem to work in your 3rd log.  The tracking works, the internal rearranging of the data after a smell is removed (ie the actor is removed from the faction) seems to work- even though I'll want to rewrite it at some point to be more like the other systems - but then this doesn't explain it not working for the supermutant - except if "RemoveFromFaction" is not completely reliable.

I'll look into it some more.

Posted

ok, the issue of the smell tracking system not starting is probably a stupid mistake on my part: a 1 that should've been a 0 in my main script, which prevented the tracking system from starting when there was only 1 actor to track. It should obviously start as soon as there is 1 or more. :blush:

 

It actually only kicked in gear in the 3rd log, due to another oversight (!) which added a 'supermutant' smell to the supermutant partner (in itself entirely unnecessary but harmless) when the 'overflow' was triggered causing him to spill on himself. The dog & molerat working after that is probably simply because the system had started working. It also seemed to clean up the first supermutant test in the 3rd log, but by then you'd tried the dog & molerat stuff and maybe killed off the mutie, I dunno.

 

There's a minor bug fix update in the attachment.

In order to find out if it fixes the entire issue, smell tracking should be turned off before you update, wait for "SpunkFuSmellCleanup: done" to appear in the console, exit, install the update, turn smell tracking back on. Then just test on any 1 creature, preferably a mutie just in case there's something else about those that I'm not noticing.

 

 

 

SexoutSpunk.esp

Posted

Bingo The mutie went hostile after a minute.  Thank you so much for fixing this.

 

 

SpunkQuSmellTrackingScpt: checked smellspurt 1 on Sharae, 00000014, start is 5.95283, duration is 1.00 ,stop is 5.959772, GDP is 5.960145

SpunkFuSmellSpurtShift called on Sharae

SpunkFuSmellSpurtShift: removing keystart 'Spunk:Smell:Left:1'

SpunkFuSmellSpurtShift: removing keydur 'Spunk:Smell:Duration:1'

SpunkFuSmellSpurtShift: remvoing nxkeyfac 'Spunk:Smell:Faction:1'

SpunkFuReportSmellKeys called on Sharae, 00000014

DD>> ===== Deep dump mode 2 - Depth= 2 - Array: [spunk Smell Keys] =====

DD>> [Floats][spunk:smell:spurts] = 0

SpunkFuSmellSpurtShift: removing from faction SPMuties, 87007515

SpunkFuReportSmellKeys called on Sharae, 00000014

DD>> ===== Deep dump mode 2 - Depth= 2 - Array: [spunk Smell Keys] =====

DD>> [Floats][spunk:smell:spurts] = 0

SpunkQuLustTrackingScpt: checking actor 00000014, Sharae, at index 0

SpunkFuLustControl: new rape pen is 100.0, new lust is -100

 

 

securenym

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