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F4:SS - Fallout 4 Slavery System 0.9b (05.08.17)


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Posted

 

HI AG,

 

 could you pls explain me what this mean in papyrus log ? Iit is a lot.. btw i don´t update yet to 0.7 i used the 0.6 version of the mod.. and this text repeat ever and ever again in the log....I´m curios what the error means...

 

[ (FF04DBDC)].dlc05:workshopbuilderscript.PlayAnimation() - "<native>" Line ?
[ (FF04DBDC)].dlc05:workshopbuilderscript.StartBuilding() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 201
[ (FF04DBDC)].dlc05:workshopbuilderscript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 123
[ (FF04DBDC)].dlc05:workshopbuilderscript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 10:43:32AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.007813)
[10/31/2016 - 10:43:33AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:33AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.003906)
[10/31/2016 - 10:43:34AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:35AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:36AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:37AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:37AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.003906)
[10/31/2016 - 10:43:38AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 10:43:42AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 10:43:43AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.007813)
[10/31/2016 - 10:43:43AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:44AM] error:  (FF04DBDC): the animation graph (DLC05WorkshopConveyorBuilder01) cannot currently process event "Halt".
stack:

 

and this...

 

[ (FF050673)].ObjectReference.ApplyHavokImpulse() - "<native>" Line ?
[ (FF026819)].DLC05:WorkshopHopperScript.FireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 299
[ (FF026819)].DLC05:WorkshopHopperScript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 260
[ (FF026819)].DLC05:WorkshopHopperScript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 11:54:38AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 11:54:39AM] error: Object Reference cannot be found or has not been initialized, cannot apply a havok impulse to it
stack:

 

 

There is no F4SS related errors in this log. F4SS works as intended.

The first 'error' is related to conveyor belts and has nothing to do with F4SS and the second error is not identifiable by me because the important part after the 'stack:' is cut out, however I can already tell it isn't related to F4SS either.

 

The repeating text was implemented in 0.6 to locate a CTD that was giving people headaches and just signals that the engine is still running. It's just the update of slave values being pushed every second. Update to the newest version and that won't show anymore, because as far as I can tell the CTD has been fixed by pacifying the captureNPC function.

 

F4 is a buggy mess, even if you don't realize it during playtime. Half of Bethesda's scripts are unclean and will throw exceptions once in a while. Nothing to worry about.

Posted

 

 

HI AG,

 

 could you pls explain me what this mean in papyrus log ? Iit is a lot.. btw i don´t update yet to 0.7 i used the 0.6 version of the mod.. and this text repeat ever and ever again in the log....I´m curios what the error means...

 

[ (FF04DBDC)].dlc05:workshopbuilderscript.PlayAnimation() - "<native>" Line ?
[ (FF04DBDC)].dlc05:workshopbuilderscript.StartBuilding() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 201
[ (FF04DBDC)].dlc05:workshopbuilderscript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopBuilderScript.psc" Line 123
[ (FF04DBDC)].dlc05:workshopbuilderscript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 10:43:32AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.007813)
[10/31/2016 - 10:43:33AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:33AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.003906)
[10/31/2016 - 10:43:34AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:35AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:36AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:37AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:37AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.003906)
[10/31/2016 - 10:43:38AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 10:43:40AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 10:43:42AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 10:43:43AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.007813)
[10/31/2016 - 10:43:43AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.005859)
[10/31/2016 - 10:43:44AM] error:  (FF04DBDC): the animation graph (DLC05WorkshopConveyorBuilder01) cannot currently process event "Halt".
stack:

 

and this...

 

[ (FF050673)].ObjectReference.ApplyHavokImpulse() - "<native>" Line ?
[ (FF026819)].DLC05:WorkshopHopperScript.FireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 299
[ (FF026819)].DLC05:WorkshopHopperScript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 260
[ (FF026819)].DLC05:WorkshopHopperScript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 11:54:38AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 11:54:39AM] error: Object Reference cannot be found or has not been initialized, cannot apply a havok impulse to it
stack:

 

 

There is no F4SS related errors in this log. F4SS works as intended.

The first 'error' is related to conveyor belts and has nothing to do with F4SS and the second error is not identifiable by me because the important part after the 'stack:' is cut out, however I can already tell it isn't related to F4SS either.

 

The repeating text was implemented in 0.6 to locate a CTD that was giving people headaches and just signals that the engine is still running. It's just the update of slave values being pushed every second. Update to the newest version and that won't show anymore, because as far as I can tell the CTD has been fixed by pacifying the captureNPC function.

 

F4 is a buggy mess, even if you don't realize it during playtime. Half of Bethesda's scripts are unclean and will throw exceptions once in a while. Nothing to worry about.

 

 

Hi,

 

 many thx.. there is n´t cut anything btw at the second error ..it is so typed in the log :

 

 

[ (FF050673)].ObjectReference.ApplyHavokImpulse() - "<native>" Line ?
[ (FF026819)].DLC05:WorkshopHopperScript.FireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 299
[ (FF026819)].DLC05:WorkshopHopperScript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 260
[ (FF026819)].DLC05:WorkshopHopperScript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 11:54:38AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 11:54:39AM] error: Object Reference cannot be found or has not been initialized, cannot apply a havok impulse to it
stack:

 

and then only text repeating.. so the next line is  :

 

 

[ (FF050673)].ObjectReference.ApplyHavokImpulse() - "<native>" Line ?
[ (FF026819)].DLC05:WorkshopHopperScript.FireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 299
[ (FF026819)].DLC05:WorkshopHopperScript.TryToFireProjectile() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 260
[ (FF026819)].DLC05:WorkshopHopperScript.OnTimer() - "g:\_F4\DLC05\Art\Raw\Scripts\DLC05\WorkshopHopperScript.psc" Line 208
[10/31/2016 - 11:54:38AM] F4SS AI: Running stat update. ([Actor < (FF032B41)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (0007E17E)>]/0.005859)
[10/31/2016 - 11:54:39AM] F4SS AI: Running stat update. ([Actor < (FF039B07)>]/0.003906)
[10/31/2016 - 11:54:39AM] error: Object Reference cannot be found or has not been initialized, cannot apply a havok impulse to it
stack:

 

and thats repeat again and again... :)

 

ok.. something other.. i found something that isn´t bug.. maybe a implementation bug  only.. 

 

Scenario: you wanna fight against  a Raider  or other NPC in Power Armor. And you don´t wanna kill him directly .You wanna first take his Power Frame.. so when you shot at him with the syringer to calm him down or so.. your script comes to  work .. so i have the possibility to/with  e:Capture. But the problem is i cannot steal hs Powerkerndel anymore so that he comes out of the powerframe. (your e: Capture overwrites the stealing option. (So in the last version of the game is not possible to shoot the powerkerndel anymore.. that willl now make the whole PowerArmor explode.. not make the npc leave the powerarmor.. and also the hard console cheating way not working because its not show in the inventory the kerndel... so pls think abou a possibility to "enable" stealing again. or to implement the script a little bit in other way....

Posted

i have a problem then i capture one i give her a coller instetude coller and i cant exit befor i had slave collers but i dont know were i can build one and i have another one is then i caupter one the whole game freeze

Posted

In my game Dr. Roslyn Chambers is impossible to enslave.  I have tried several time and each time the game freezes in all aspects except the music.  Anyone else having trouble enslaving her (or other folks)?

 

same

Posted

Hey, I tryed this mod now too, but I got some probs, maybe as already written by other members. I can craft the overall 8 items, can capture the NPCs, but when i gave them the colar, indeed I get the menu where I can choose some things, but there isn't (as at this video

) the option to give a command or as on the first page discriped to choke or do anything else with the slave.

 

Can u help me? Or is it just not possible yet? Sry for maybe bad english, its also the reason i didnt read all these 16 sides. It's just a bit hard :D

Posted

 

In my game Dr. Roslyn Chambers is impossible to enslave.  I have tried several time and each time the game freezes in all aspects except the music.  Anyone else having trouble enslaving her (or other folks)?

 

same

 

 

Thanks for backing me up on that one surothedeath.

 

So I was able to enslave good ole Ros after finishing her quest, returning to the body and using the "recycleactor" console command.  A lot of work to teach that bitch to compromise (she let her entire camp die for one synth, so....... shackles on bitch!).  Unfortunately, reviving folks to enslave them is about as immersive as me rolling around the commonwealth blasting three 6 mafia on my pip-boy.

 

I have noticed something else.  When I capture someone with the intimidation perk things goes well until I holster my weapon.  Once I do they immediately become identified as a hostile target (red on the radar).  They do not attack me and still act like a good little slave but are usually promptly killed by my companions.  The same enemy caught through drugging does not have this problem and is never identified as hostile.

  • 2 weeks later...
Posted

Am really sorry for asking, but I did not found any info in discription, and 16 pages of topic is just to much for me. How does slave Luling works? How I should do training with slave so he can lvl up? So I can comand him.

Posted

please tell me how the process of enslavement? I read the description, but did not find instructions.

 

Point weapon at person you want to enslave. Use aim button. Intimidate / Pacify / Command. If you're a certain distance away, you can "Capture" and enslave them.

 

Not sure what happens after that since my game locks up when that happens.

Posted

All the people that report CTDs again, can you post your papyrus logs, please?

I thought I had it solved in the last patch, but apparently I was wrong. Without the logs, I won't be able to look into it, though.

Guest Bondrewd
Posted

After pacifying someone it gives me the option to capture them, but I can't seem to do so. Also, tried reloading a save I had made 5 minutes earlier and my game CTD'd. Attached is the papyrus log.

 

 

Papyrus.0.log

Posted

After pacifying someone it gives me the option to capture them, but I can't seem to do so. Also, tried reloading a save I had made 5 minutes earlier and my game CTD'd. Attached is the papyrus log.

 

Thanks for the log. Something went wrong with the AI script on loading your savegame.

Have you recently updated from an old version of F4SS to the current one or was this a clean save?

 

God dammit, I got to implement log traces for version checks, so that I don't need to bother you guys with questions like that. I'll do that right now.

 

Edit: @surothedeath: A papyrus log is a log file where the game traces errors that occur in scripts during runtime. You can find your Papyrus logs in Documents/my games/Fallout4/Logs/scripts.

If you run into issues, always attach your log file here - it's the only way I can try to understand what exactly went wrong.

Guest Bondrewd
Posted

Have you recently updated from an old version of F4SS to the current one or was this a clean save?

 

Completely fresh, just discovered your mod today as a matter of fact.

Posted

 

Have you recently updated from an old version of F4SS to the current one or was this a clean save?

 

Completely fresh, just discovered your mod today as a matter of fact.

 

 

Alright. Thanks for the information. I'll look into it and see if I can reproduce that issue.

Posted

I just came across a problem that i thought you might like to know about..

I downloaded custom dlc menus which show missing menus like nuka world and workshop etc..
I found installing this mod replaces the DLC menu with the slavery menu, when i deactivated it, i also found the oc decorator menu that had replaced the dlc menus, now i am missing a whole lot of stuff.... lol ...

Not sure what it is all about.. though if i can help anymore i will. just let me know what you need... as for logs, i could not find the Papyrus logs you talk about because i i dont have a scripts folder in my documents...

Posted

I just came across a problem that i thought you might like to know about..

 

I downloaded custom dlc menus which show missing menus like nuka world and workshop etc..

I found installing this mod replaces the DLC menu with the slavery menu, when i deactivated it, i also found the oc decorator menu that had replaced the dlc menus, now i am missing a whole lot of stuff.... lol ...

 

Not sure what it is all about.. though if i can help anymore i will. just let me know what you need... as for logs, i could not find the Papyrus logs you talk about because i i dont have a scripts folder in my documents...

 

Known issue, is fixed in the next version of F4SS & CRP.

Posted

 

I just came across a problem that i thought you might like to know about..

 

I downloaded custom dlc menus which show missing menus like nuka world and workshop etc..

I found installing this mod replaces the DLC menu with the slavery menu, when i deactivated it, i also found the oc decorator menu that had replaced the dlc menus, now i am missing a whole lot of stuff.... lol ...

 

Not sure what it is all about.. though if i can help anymore i will. just let me know what you need... as for logs, i could not find the Papyrus logs you talk about because i i dont have a scripts folder in my documents...

 

Known issue, is fixed in the next version of F4SS & CRP.

 

 

Ok, thanks and apology, i had disabled it and then the ocdecorator came up, now i need to figure out how to get the dlc menu back... lol ... lol...

 

Posted

 

I just came across a problem that i thought you might like to know about..

 

I downloaded custom dlc menus which show missing menus like nuka world and workshop etc..

I found installing this mod replaces the DLC menu with the slavery menu, when i deactivated it, i also found the oc decorator menu that had replaced the dlc menus, now i am missing a whole lot of stuff.... lol ...

 

Not sure what it is all about.. though if i can help anymore i will. just let me know what you need... as for logs, i could not find the Papyrus logs you talk about because i i dont have a scripts folder in my documents...

 

Known issue, is fixed in the next version of F4SS & CRP.

 

 

Just an update, i thought i would also put this into a different post, I fixed the problem with menus with the All DLC menu on nexus..

What I did was uninstall that mod which i had previously installed and then deleted it from profile in NMM. once it was gone i went and redownloaded it with the nexus mod manager and used the injected method, that means i had to go to light and switches menu, , select a switch, to which it describes to you and then connect it to power.. (well i did anyway.. lol )

 

After than, come out of build mode and flick the switch... (it will notify you that it had been installed then)

So i still have the slavery menu in its original place and i can learn more about it as i go.. gotta enslave those synths and raiders you know...

 

I only have the slavery bed din the main menu from what i have seen so far...

Cheers...

http://www.nexusmods.com/fallout4/mods/12275/

 

 

Posted

Out of curiosity, do you know when the next update will come out and what is planned? Some info at this point would be much appreciated. Also, when will Sexlab come out; it seems like it will add interesting ;) and important features to the mod. Thank you for reading this.


Btw, I am still having the problem where my slaves do not heal themselves. Does anybody know how to do this?

Posted

The next update will come out soon. It's basically ready for delivering, however I'm waiting for a fellow modder to release a couple animations that will be used in the coming version. I can already say that from the next update onwards you'll need all DLCs for both F4SS and CRP.

 

Apart from the animations, the escape engine is reactivated. The restraints system is implemented and supports 14 different devices (built for the future, since we currently only have 4 different devices in CRP) - slave AI is overhauled and now includes misbehavior actions like picking up bobby pins (yes, they actually use them to lockpick their restraints) and some other stuff. Also a new work-around for the often reported CTD on capture has been implemented, hopefully yielding better results than the last work-around that I tried.

 

I don't know when SexLab comes out and I don't care (from a developer stand). Go ask CPU, he's the lead dev of SexLab as far as I know.

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