Oakern Posted March 21, 2024 Author Posted March 21, 2024 18 minutes ago, Nightlistic said: I just wanted to report that this mod is causing all kinds of bugs to my game. Moment I put any of these crosses or devices from the workshop menu into a settlements I've encountered the loss of main character voice, unable to fast travel to the settlement getting a forever black load screen with music in the background, even encountered where I was running back from concord to Sanctuary and halfway to Red Rocket Inn the game just goes black like it tried to auto teleport me then went to black screen with the load icon never stopping. Encountered where my character just stopped in place and was pulled halfway across Sanctuary toward one of the crosses like it was trying to force me onto one. Just all kinds of issues. Quote "release actor" ensures actor is unassigned from the furniture correctly - I recommend always using it to release the actor! Seems to me you haven't released player from CRX furniture. Next time you get the black screen thing just exit the game, next start game again and load "Exit" save. you should start the game on the furniture, next point the furniture and go to configuration and choose Release Actor from the furniture. If you used multiple furniture you have to release player from all of them. In the next version of the mod I added some mechanics to auto release player. I hope that helps.
rra777 Posted May 6, 2024 Posted May 6, 2024 I just installed the mod, and while i can see the form ids in game, i cant spawn them neither does the workshop works. What to do fellow men of culture?
Lady Wintrish Posted May 17, 2024 Posted May 17, 2024 The assigned npcs remain still. The animation don't play.
Oakern Posted May 21, 2024 Author Posted May 21, 2024 On 5/6/2024 at 10:02 PM, rra777 said: I just installed the mod, and while i can see the form ids in game, i cant spawn them neither does the workshop works. What to do fellow men of culture? Could be many things... but first check if you have files in data/meshes/CRX/furniture there should be 100+ .nif files. When it comes to workshop menu check under Furniture->CRX if category is not there it's likely a conflict with other mods. Few pages earlier in this thread someone explained how to fix it.
Oakern Posted May 21, 2024 Author Posted May 21, 2024 On 5/17/2024 at 7:26 PM, Lady Wintrish said: The assigned npcs remain still. The animation don't play. Once npc is assigned and stands still near the furniture go to furniture menu, choose "Select Pose" and select one. 1
Lady Wintrish Posted May 21, 2024 Posted May 21, 2024 (edited) 6 hours ago, Oakern said: Once npc is assigned and stands still near the furniture go to furniture menu, choose "Select Pose" and select one. Ok thank you! I knew i was missing something cause i've installed "Commonwealth Captives" and in raiders/supermutants camps the settlers were playing animations correctly. Edited May 21, 2024 by Lady Wintrish
Reanimator Posted May 23, 2024 Posted May 23, 2024 (edited) This mod is one of my all-time favorites, but unfortunately I seem to have hit a snag upon upgrading to version 2.1. (I made sure to remove every single file from version 1.x before installing 2.1.) Version 1.x furniture works flawlessly. I can spawn any NPC and order that NPC to mount any piece of 1.x furniture. Version 2.x furniture seems...very picky. Most of the time, NPCs just ignore my commands. I've only managed a tiny number of successful scenes, and I've been unable to find any pattern in what works and what doesn't. Heck, one time as an experiment I spawned two of the exact same NPC and ordered both of them to crosses placed right next to each other on flat, open land, and only one of them actually obeyed. I've reinstalled the mod several times and nothing has changed. Just to be 100% certain, I removed every mod other than CRXXX and started a brand-new character. The issue persisted (but version 1.x furniture continued to work flawlessly). I am mystified. Does version 2.x have some kind of check for whether an NPC belongs to a settlement? If not, then what else could be interfering with only the 2.x stuff? Edited May 23, 2024 by Reanimator
Oakern Posted May 24, 2024 Author Posted May 24, 2024 It's generally recommended for the furniture to be created via workshop build menu (as any other furniture, building etc. in a settlement) and for NPC to be assigned in workshop mode and that NPC must belong to that workshop. It is still possible to command following NPC to use any CRX 2.x furniture. When you say 'spawned NPC' I am not sure how you spawn them and what scripts they have attached... Try basic scenario and assign NPC that belongs to a settlement to CRX 2.x furniture built in that settlement.
Reanimator Posted May 25, 2024 Posted May 25, 2024 (edited) By "spawned" I simply mean using console commands to create any particular NPC from the base game. As mentioned, version 1.x furniture works perfectly with any NPC, regardless of whether that NPC happens to belong to a settlement or not. (For reference, I always create the furniture via the workshop build menu - though even this is not actually necessary for version 1.x furniture.) I have just a moment ago performed what you've asked me to try. I intentionally obtained a settlement normally on a new save file, made sure there was a settler assigned to the settlement, constructed some version 2.x crosses, and attempted to assign the settler to the crosses. That did indeed work reliably, so thank you for your assistance! Unfortunately, this means I am limited to what the game will allow me to normally assign to furniture, which means only generic settler NPCs and the small number of companions. Version 1.x furniture lets me put any NPC on it, simply by using the setcommandstate 1 command to make the NPC commandable, then ordering the NPC to use the furniture. It is much simpler, and even in version 2.1, the 1.x stuff still allows this wonderful degree of flexibility. It is extremely useful for setting up anything, anywhere, with very few limitations, using any characters desired. Since only very generic NPCs and a small number of companion NPCs can be properly made part of settlements or otherwise assigned to furniture, my options for setting up freeform scenes are much more limited. Your mod is extremely good for creating interesting scenes and scenarios, and I would love to have the benefit of the tremendously improved poses, animations, and general functionality, without needing to jump through hoops to get it. Is there any way the 2.x stuff can be made as flexible as the 1.x stuff? Edited May 25, 2024 by Reanimator
Oakern Posted May 25, 2024 Author Posted May 25, 2024 I haven't done much tests with the furniture outside the settlements and when I have I remember it highly depended on the NPC I tried to use. Since you pointed that there is such a difference between 1.x and 2.x furniture I'll spend some time investigating why. I am about release version 2.2 in the coming week or 2 (just have to finish 1 more animation set) so if I find a solution I'll include it. Meanwhile you can use my other mod I released just yesterday. Captured NPCs should be much easier to command outside the settlement as I manged to assign them to 2.x furniture outside settlement on a few occasions. 1
Reanimator Posted May 25, 2024 Posted May 25, 2024 I really appreciate your looking into that! And thanks for the extra suggestion, as well.
katrina.balanchuk Posted May 25, 2024 Posted May 25, 2024 (edited) Sorry dumb question here. - Does it still work in 2024? with which game version? -Is it for player to punish NPCs or for NPCs to punish player? Edited May 25, 2024 by katrina.balanchuk
Reanimator Posted May 26, 2024 Posted May 26, 2024 (edited) I am personally still on the last update before Bethesda broke F4SE, and the mod works just fine. Punishment can go both ways and can also be NPC-on-NPC. Edited May 26, 2024 by Reanimator
Oakern Posted May 27, 2024 Author Posted May 27, 2024 Just to confirm - I developed and tested latest version of the mod on the game version 1.10.163 and F4SE version 0.6.21 (version from before the next gen update). But I can't see the reason why mod wouldn't work in the latest version of the game as soon as F4SE is updated. 1
deff. Posted June 13, 2024 Posted June 13, 2024 (edited) Looks like I'm totally stupid and cannot figure out how the hell this is working. Tried with captured riders from Just Business mod - can assign them in both positions for beat test but animation/ -s not playing. Can't open furniture menu when they are assigned. Tried to assign Concord NPC - shows that "resource is assigned" but Concord NPC dabbling around an do not walk even close to furniture. Tried assign captured rider to beat test and I stood in guard post. Through furniture menu can't change poses. Writes that must choose from associated furniture... Spoiler Can you please explain like i'm total noob? Mod is awesome! Edited June 13, 2024 by deff_lv
Oakern Posted June 15, 2024 Author Posted June 15, 2024 Hi, First of all CRX furniture are meant to work inside settlement/workshop only for NPCs that are assigned to that workshop/settlement (and player). Any attempt to assign NPC outside the settlement or NPC not assigned to that settlement is not guaranteed to work properly (although it may, depending on many factors). So base test is always to assign NPC from the settlement to furniture built in that settlement (via workshop menu not spawned via console). Having said that here is how it works: For slave post / rack from BETA furniture menu assign NPC to post/rack first NPC stands idle in the front of the furniture Point crosshair on the post / rack (not guard marker) you should see 2 options E) Activate and R) Configure Select Configure and go to Select Pose menu and select one of the 'attached' poses for rack (choice 1 or 2) or 'tied' pose for post (choice 1) Close menu and wait few seconds NPC should play animation and get attached to furniture Next assign NPC to guard marker via workshop menu or activate it as a player to stand on it IMPORTANT! if assigned NPC doesn't want to stand on the marker enter workshop menu then pick up and place marker in the same position, it will ensure that marker belongs to the settlement. Once NPC or Player stands idle on the marker point on the post / rack furniture again (not the guard marker!) choose R) Configure and got to Select Pose menu again Now choose one of the 'whipping' poses and close the menu Wait few seconds and animations should start playing, after 50 hits sequence ends and NPC goes to 'dead idle' stage. To start again choose 'attached' pose like explained above. 2
Oakern Posted July 28, 2024 Author Posted July 28, 2024 New version 2.2 has just been uploaded - enjoy! There are many new poses and animations added. All crosses now have option to attach NPC or PC with ropes! I recommend exploring furniture's menu and try different poses and attachments! And big thanks for over 200K downloads! 3
Oakern Posted July 28, 2024 Author Posted July 28, 2024 On 5/25/2024 at 7:16 AM, Reanimator said: I really appreciate your looking into that! And thanks for the extra suggestion, as well. I did some test with version 2.2 stable of the mod and spawned NPC (Myrna) in Diamond city with console command (player.placeatme 00002cbf) Next, I placed cross furniture using console: player.placeatme select created cross and setangle x 0 setangle y 0 to put it straight up (otherwise NPC won't activate it) selected Myrna and used setcommandstate 1 and pointed the cross 2
NativeEngoyer Posted July 28, 2024 Posted July 28, 2024 I get crash on new game start after updating this mod. Reverting back to 2.1beta fixes the issue
vaultbait Posted July 28, 2024 Posted July 28, 2024 12 hours ago, Oakern said: player.placeatme select created cross and setangle x 0 setangle y 0 to put it straight up (otherwise NPC won't activate it) Just a tip... use placethere instead of player.placeatme, the reference will spawn at the point on the ground where your reticle is and will automatically be oriented to default angles. 2
Oakern Posted July 29, 2024 Author Posted July 29, 2024 19 hours ago, brgont said: I get crash on new game start after updating this mod. Reverting back to 2.1beta fixes the issue Thanks for letting me know. Could you try to uninstall 2.1 first, then load and save the game and install 2.2 and load the saved game? Must be a particular state the mod is in at the time of an upgrade... Any chance you could check the logs for any info that would help to identify the problem?
NativeEngoyer Posted July 29, 2024 Posted July 29, 2024 3 hours ago, Oakern said: Thanks for letting me know. Could you try to uninstall 2.1 first, then load and save the game and install 2.2 and load the saved game? Must be a particular state the mod is in at the time of an upgrade... Sorry for my bad english, I meant that crash happens when I start new game, not when I update the mod on existing save Quote Any chance you could check the logs for any info that would help to identify the problem? I have crash log from buffout, not sure how informative it is. Any suggestions on different crash logger? crash-2024-07-29-09-59-11.log
vaultbait Posted July 30, 2024 Posted July 30, 2024 14 hours ago, brgont said: I have crash log from buffout, not sure how informative it is. Any suggestions on different crash logger? You can analyze the log with CLASSIC.
Reanimator Posted July 30, 2024 Posted July 30, 2024 Glad to see that NPCs can again be ordered to use furniture independent of workshop assignments! And the new stuff for 2.2 looks great. Thanks for all your effort! Any chance the X cross gets the v2.x love in the near future? Easily my favorite from the first version.
Oakern Posted July 30, 2024 Author Posted July 30, 2024 (edited) 20 hours ago, brgont said: I meant that crash happens when I start new game, not when I update the mod on existing save Any chance you can start new game without CRX installed, play through initial pre-war and vault 111 chapters and install the mod once you acquire workshop at Sanctuary? Edited July 30, 2024 by Oakern
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now