afshin76 Posted March 30, 2019 Posted March 30, 2019 Is there any way to keep the npc there forever? If I wait for a few hours(or sleep) and then come back that npc is gone and is wondering around the settlement. how do we keep them there permanently?
SAC Posted April 6, 2019 Posted April 6, 2019 Hi! @Oakern I am getting a lot of papyrus log spam with the following error [04/06/2019 - 01:06:54PM] error: Cannot play a sound from a None object stack: [ (0014D084)].Sound.PlayAndWait() - "<native>" Line ? [CrxInitQuest (9E012171)].crxinitquestscript.PlaySound() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXInitQuestScript.psc" Line 397 [ (FF003A55)].crxcrworkshopobjectscript.CreateSpFeetForm() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 282 [ (FF003A55)].crxcrworkshopobjectscript.OnTimer() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 184 It's probably because I have commented out the deletion of the spikes "on exit furniture" (because I am using the spikes as wannabe props for the dead bodies), and they probably try to fire the playsound from remote cells The correct solution is probably to use different statics for the props and let the spikes be deleted, but I'm lazy I'm hoping to find an easier solution via script to avoid this error Any luck with the next version? You have mentioned a solution to fix the dead bodies to crosses and I am so anxious for that Thanks! 1
MrCruelJohn Posted April 6, 2019 Posted April 6, 2019 Is there a camera fix for watching you players character on the cross? Using tfc only goes so far before you are dismounting. John
Oakern Posted April 10, 2019 Author Posted April 10, 2019 On 4/6/2019 at 11:14 AM, SAC said: Hi! @Oakern I am getting a lot of papyrus log spam with the following error [04/06/2019 - 01:06:54PM] error: Cannot play a sound from a None object stack: [ (0014D084)].Sound.PlayAndWait() - "<native>" Line ? [CrxInitQuest (9E012171)].crxinitquestscript.PlaySound() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXInitQuestScript.psc" Line 397 [ (FF003A55)].crxcrworkshopobjectscript.CreateSpFeetForm() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 282 [ (FF003A55)].crxcrworkshopobjectscript.OnTimer() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 184 It's probably because I have commented out the deletion of the spikes "on exit furniture" (because I am using the spikes as wannabe props for the dead bodies), and they probably try to fire the playsound from remote cells The correct solution is probably to use different statics for the props and let the spikes be deleted, but I'm lazy I'm hoping to find an easier solution via script to avoid this error Any luck with the next version? You have mentioned a solution to fix the dead bodies to crosses and I am so anxious for that Thanks! Seems to me like you missing some sound files but it is hard to say as you modified scripts so I can't tell what is in line 184 or 282 in your script but you are probably right re spikes not being deleted on exit in your version. I tried to make rag dolls staying on but without success so I gave up modding for some time but now have few fresh ideas so maybe there'll be new version sooner or later. 3
SAC Posted April 11, 2019 Posted April 11, 2019 15 hours ago, Oakern said: Seems to me like you missing some sound files but it is hard to say as you modified scripts so I can't tell what is in line 184 or 282 in your script but you are probably right re spikes not being deleted on exit in your version. I tried to make rag dolls staying on but without success so I gave up modding for some time but now have few fresh ideas so maybe there'll be new version sooner or later. @Oakern thank you for your reply! In the meantime, I have de-commented spfeet = none, and got rid of the playsound error DeleteSpHandsForm() ; DeleteSpFeetForm() spfeet = none ... but now I have log spam with a different one [04/11/2019 - 08:46:46AM] error: Cannot play a None idle on an actor stack: [ (FF005308)].Actor.PlayIdle() - "<native>" Line ? [<nullptr form> (FF001A82)].CRXRestrainingWorkshopObjectScript.OnTimer() - "M:\Fallout 4\Data\Scripts\Source\User\CRXRestrainingWorkshopObjectScript.psc" Line 218 [<nullptr form> (FF001A82)].crxcrworkshopobjectscript.OnTimer() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 149 Attaching the scripts, as far as I can remember, I have only messed with the crxworkshopobjectscript (not even sure I remember what crxrestrainingworkshopobjectscrip is about... ) I can totally relate to taking time away from modding at some point, I also took a long break until grayuser helped me immensely with animations for my mod, for which I am very grateful, and it definitely motivated me to make a new version and start tinkering again with various stuff I am very much looking forward to any new version you would decide to create CRXRestrainingWorkshopObjectScript.pscCRXInitQuestScript.pscCRXCrWorkshopObjectScript.psc
Apap Posted April 25, 2019 Posted April 25, 2019 Have a little issue with the mod, namely that the NPCs assigned to the crosses tend to get down on their own when it's time to go to sleep - just as if they had any normal assignment like shop or farming. You guys know how can I fix this and make them stay on the cross indefinitely or until death? Thanks! 1
kadsend Posted May 29, 2019 Posted May 29, 2019 Is it possible to port this mod to skyrim? Maybe just the great animations and models? I'm sorry if that's obvious, I don't really know a lot about porting...
zeroaction Posted June 17, 2019 Posted June 17, 2019 I noticed one of my companions acting strangely — I couldn't talk to her, and she would just stand in place, trying to walk but then immediately stopping. Then I caught some captions saying she was screaming, and realized she was "stuck" on one of the crosses from some save waaaaaaay in the past (too far to find it and go back to it). Is there a script or command that I can invoke on the console to force the companion to "exit" whatever cross the game still thinks she's on? I believe I've even deleted the cross in question so I don't know if I could plug it into a command. BTW, using `recycleactor` freed her from her weird behavior, but I still can't "talk" to her, even though her voice is already correct (I didn't have to restore her voice).
SAC Posted June 17, 2019 Posted June 17, 2019 1 hour ago, zeroaction said: I noticed one of my companions acting strangely — I couldn't talk to her, and she would just stand in place, trying to walk but then immediately stopping. Then I caught some captions saying she was screaming, and realized she was "stuck" on one of the crosses from some save waaaaaaay in the past (too far to find it and go back to it). Is there a script or command that I can invoke on the console to force the companion to "exit" whatever cross the game still thinks she's on? I believe I've even deleted the cross in question so I don't know if I could plug it into a command. BTW, using `recycleactor` freed her from her weird behavior, but I still can't "talk" to her, even though her voice is already correct (I didn't have to restore her voice). I don’t think so. You could try fallrim cleaner and try to delete all the crx script instances, no idea if that could work
zorak912 Posted June 29, 2019 Posted June 29, 2019 then there is no mod that distributes these crosses (with a random npc in it) around the commonwealth?
kadsend Posted June 30, 2019 Posted June 30, 2019 19 hours ago, zorak912 said: then there is no mod that distributes these crosses (with a random npc in it) around the commonwealth? No... not at all...
Apap Posted July 13, 2019 Posted July 13, 2019 On 4/25/2019 at 9:30 PM, Apap said: Have a little issue with the mod, namely that the NPCs assigned to the crosses tend to get down on their own when it's time to go to sleep - just as if they had any normal assignment like shop or farming. You guys know how can I fix this and make them stay on the cross indefinitely or until death? Thanks! OK, I managed to figure out that 2 crosses are missing a VMAD script property called "bWork24Hours" which I assume is responsible for making NPC stay on the piece of furniture until dismissed. I'm not sure when and if any updates to this mod are coming, so I'm thinking of adding this property to my install myself. Now here's the kicker: I can't figure out how to do it in FO4Edit (there do not seem to be any options to edit the script and add a property, or at least I have no clue where to look for them). I have no experience with modding myself or with FO4Edit so have to ask if anyone could tell me how to do it? Thanks in advance!
MrCruelJohn Posted July 13, 2019 Posted July 13, 2019 1 hour ago, Apap said: OK, I managed to figure out that 2 crosses are missing a VMAD script property called "bWork24Hours" which I assume is responsible for making NPC stay on the piece of furniture until dismissed. I'm not sure when and if any updates to this mod are coming, so I'm thinking of adding this property to my install myself. Now here's the kicker: I can't figure out how to do it in FO4Edit (there do not seem to be any options to edit the script and add a property, or at least I have no clue where to look for them). I have no experience with modding myself or with FO4Edit so have to ask if anyone could tell me how to do it? Thanks in advance! You must see it in xedit so you are almost there. Click on that cross and find one withe the vmad on it. Right click, compare (2). Side by side you should see the difference. Click and hold on the property you want, drag it to the cell next to it, drop it, confirm you want to change. Now it should be on the nonworking cross. Exit and save. Done. 1
Apap Posted July 13, 2019 Posted July 13, 2019 24 minutes ago, MrCruelJohn said: You must see it in xedit so you are almost there. Click on that cross and find one withe the vmad on it. Right click, compare (2). Side by side you should see the difference. Click and hold on the property you want, drag it to the cell next to it, drop it, confirm you want to change. Now it should be on the nonworking cross. Exit and save. Done. Worked perfectly - thanks a lot, man!
MrCruelJohn Posted July 13, 2019 Posted July 13, 2019 7 minutes ago, Apap said: Worked perfectly - thanks a lot, man! Wait till you figure out e it put that you can do it on armor and clothing, copying properties such as enchclothing in the armor section. Add charisma or whatever from the pull down from the cell... Or weapons... or whatever. Powerful tool.. John
Apap Posted July 17, 2019 Posted July 17, 2019 Aaand we're back, this time with a different issue So I had a few npcs crucified and two of them started acting weird: they got misplaced on the cross, now hovering a bit away from it while still playing the animation. After a while the distance between the npc and the cross got bigger. I thought reassigning the npc to a different piece of furniture and then back to the cross would do the trick but it didn't work - the npc got down and started walking to the pillory but every 1-2 seconds stopped and played the cross animation, then returned to walking. The npc eventually reached the pillory, sat in it but even though new animation started playing, the cross animation kept popping up every 2 seconds still. Removing the original crosses didn't help. I also tried the "actor.setrestrained" console command but it didn't work. Reloading CRX assets via MCM had no effect as well. Any ideas ? Thanks!
SAC Posted July 22, 2019 Posted July 22, 2019 I have a problem: suddenly the NPCs get on the cross, but the next step (placing spikes) doesn't trigger, so they just chill on the cross I have tried reloading assets, resetting the quest, cleaning script instances with fallrim tools, not sure what to try next
Game_Ruiner Posted July 25, 2019 Posted July 25, 2019 i'm having a problem with this mod. occasionally i'm just wandering around and my character suddenly goes into 3rd person and the crucified animation. i can stop the animation by going back into 1st person but it just keeps happening and happening. i've tried reloading saves and restarting the game. i have not tried uninstalling the mod because i've heard that it removes the furniture tab in the workshop menu. this is actually really frustrating please help. 1
KainsChylde Posted August 25, 2019 Posted August 25, 2019 My crucified NPCs aren't taking damage. I have damage turned on, but when I check each crosses settings menu they're all doing 0 damage. What setting do I adjust to increase the amount of damage done per cycle?
Communistbelief Posted September 12, 2019 Posted September 12, 2019 I don't have the build option, even reinstalled. I also have sim settlement and workshop plus. 1
DocClox Posted February 28, 2020 Posted February 28, 2020 Is anyone else having an issue where they turn off screams, but the screams still play in subtitles? I tend to play with sound off a lot of the time, and therefore subtitles on, and it can be difficult to follow a conversation for the sound of screaming slaves. Other than that, nice mod. I like the pure nastiness of improving morale at one of my slave training settlements by nailing up some of them pour encourager les autres
ehsdlekehs Posted June 11, 2020 Posted June 11, 2020 Thanks to great mod But i have problem Companion motion is not stop even i console 00102249curie move to player I want 2 solve this problem pls I have no save file at before this situation
Guest Posted June 19, 2020 Posted June 19, 2020 On 6/11/2020 at 12:27 PM, ehsdlekehs said: Thanks to great mod But i have problem Companion motion is not stop even i console 00102249curie move to player I want 2 solve this problem pls I have no save file at before this situation Well, what you have to do is go back through your saves to before curie was put on the cross. this mod has a lot of issues with multiple companions, and companions in general. basically you gotta go back to before you installed the mod, and if you want to continue to use it you have to assign the companions you want to not be forever derpy to being essential. regardless you are kinda screwed. source: i was also in this situation.
Oakern Posted July 16, 2020 Author Posted July 16, 2020 On 6/11/2020 at 8:27 PM, ehsdlekehs said: Thanks to great mod But i have problem Companion motion is not stop even i console 00102249curie move to player I want 2 solve this problem pls I have no save file at before this situation This problem with NPCs/Player keep playing animations after leaving a furniture is to do with them not being properly released from the furniture so timer that triggers animation is still running and there is still a reference to the character in the furniture. Finding furniture that character has been assigned to and removing it (in workshop mode) should remove the reference and kill the timer. Uninstalling mod should also resolve the problem then it can be installed again. 1
Oakern Posted July 16, 2020 Author Posted July 16, 2020 On 7/25/2019 at 9:53 PM, TEMMIS said: i'm having a problem with this mod. occasionally i'm just wandering around and my character suddenly goes into 3rd person and the crucified animation. i can stop the animation by going back into 1st person but it just keeps happening and happening. i've tried reloading saves and restarting the game. i have not tried uninstalling the mod because i've heard that it removes the furniture tab in the workshop menu. this is actually really frustrating please help. See my reply above. If you want to remove the mod go to MCM and there is an option to choose before uninstalling. It prevents issue with the workshop menu. And perhaps general advice for anyone playing with mods - save often (if you play on survival there is a mod that allows saving via console command) and keep all the saves, never overwrite.
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