wdaigle Posted April 19, 2017 Posted April 19, 2017 I have tried everything and strip is not working. I uninstalled my survivor save mod, but that didn't fix it. I reinstalled F04SE just in case, etc., trying to follow all of your troubleshooting, but nothing works. The pastebin is here: https://pastebin.com/91GFV44E The scene plays but the strip never happens. Usually it does happen to the NPC after the animation is over (never the PC), but, in this case, nobody stripped at all. Note: Lei's guns do work and do strip, though I know that's outside of four-play. It's just via four-play that I have this issue. In this particular pastebin, I'm using Mindless to initiate the scene. Please assist.
DocClox Posted April 19, 2017 Author Posted April 19, 2017 The pastebin is here: https://pastebin.com/91GFV44E Please assist. This is the problem. [04/19/2017 - 09:38:20AM] error: Unbound native function "GetWornItem" called It's not finding the F4SE function. What version of F4SE do you have? It needs 0.3.0
Pokaplayer Posted April 19, 2017 Posted April 19, 2017 I can go there. I can use the terminals however the animations dont start but with the gun from Crazy they do
wdaigle Posted April 19, 2017 Posted April 19, 2017 The pastebin is here: https://pastebin.com/91GFV44E Please assist. This is the problem. [04/19/2017 - 09:38:20AM] error: Unbound native function "GetWornItem" called It's not finding the F4SE function. What version of F4SE do you have? It needs 0.3.0 Apparently, I was relying on NMM to handle everything and I was launching the game from there. Also, it didn't install what it needed when I re-installed F04SE and I didn't check it. In the F04SE readme it tells what files to copy and then what to run to launch the game with SE working. Once I actually did that, this mod started working. Doh! Thanks for your patience.
Alatos1 Posted April 19, 2017 Posted April 19, 2017 Hey, I've got some issues with stripping. I've reinstalled F4SE but actors do not strip on animation start. Here's the log. https://pastebin.com/DPpzSU4W I want to say that despite my issues, I think this is an amazing mod and I hope you know that somebody appreciates the amount of work you've put in to this. EDIT: And of course I just forgot to copy the scripts in the data folder of F4SE.
MalakSaesmus Posted April 19, 2017 Posted April 19, 2017 Hey, first, thanks for all your work on this...and for your patience. Second, I have a problem (obviously, lmao). Stripping works, masturbation works, but none of the other animations work. I have both of the animation packs installed (Leito's and Crazy's), the compatibility pack for Leito's, 4PlaySEU, F4SE manually installed, ini files edited. The animations are not working in 4test either, only masturbation and stripping. Tried resetting the mod from the 4test, no luck with that either.Here's my log:https://pastebin.com/RM1NFNu2 Edit1: aaand it works just fine on a new save, don't really feel like starting a new char though. I'll try making a clean save again, just in case. Edit2: aaand whaddya know, making a clean save for like the fourth time fixed it.Anyways, man, thanks. Btw, is it a random dice roll who takes the male and female roles? Or better put, dominant/submissive roles.
fabianu Posted April 20, 2017 Posted April 20, 2017 So the question is, if someone knows about this behaviour and possibly has a fix for this. I have enabled papyrus logging via the fallout4.ini, but haven't found any helpful in those logs; FP is not even mentioned there. Considering the posting, it seems that FP does soe logging, however, I'm too stupid to enable/find those logs, so maybe someone has a hint on this too. Inifinte loading must be a pain. One thing you might try is what it says on this page Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically. If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen. So bumping that value up a bit may prevent most of the load screens and therefore limit the chances for the screen to hang. Thank you, Doc! Really appreciate your help! Added the parameter to the fallout.ini, however, it doesn't change a thing. Still get the loading screen before the scene starts, with sometimes infinite length. Will try to narrow down, what the gamne tries to do while loading, howver, papyrus logs ddoesn't seem to be very helpful.
DocClox Posted April 20, 2017 Author Posted April 20, 2017 It's a tricky one. I tried using TranslateTo but couldn't get the motion fast enough. And I'm wary of setting silly-high values in case the actors bounce of statics on the way and get squished. (I have no idea if this can happen or not, btw). Which fallout.ini did you try? Probably you want FalloutCustomIni (or whatever it's called) in MyGames\Fallout 4. There's about three different variations in two different locations and it's easy to edit the wrong one.
Vuulgar Posted April 20, 2017 Posted April 20, 2017 It's a tricky one. I tried using TranslateTo but couldn't get the motion fast enough. And I'm wary of setting silly-high values in case the actors bounce of statics on the way and get squished. (I have no idea if this can happen or not, btw). Which fallout.ini did you try? Probably you want FalloutCustomIni (or whatever it's called) in MyGames\Fallout 4. There's about three different variations in two different locations and it's easy to edit the wrong one. I was doing some searching for what the values should be and range I could change it to and in my search I found http://www.nexusmods.com/fallout4/mods/16300/? and to use his teleport power he has mentioned in his posts to make this ini value 1800 up from 128 which I found as the default. I have not had a chance to try it yet, seemed like a helluva jump.... "-Fixed teleportation loading screen but you also have to add to your Fallout4.ini under [General] fMinPlayerMoveToDistForLoadScreen= 1800"
holdout Posted April 20, 2017 Posted April 20, 2017 If I could make a request or a suggestion, would it be a good idea to create a Faction (I thought about actor value, but faction might be less intrusive) in your resources esm that mods can use to reserve an actor that they are about to use for a sex act. I think most mods probably will be doing a few things before and after the act, so being able reserve that actor before the actual sex act might allow for better compatibility between mods. Sort being able to make a positive check instead of the failure notice that your base mod gives. If there is something already in place just ignore me, or better yet let me know what it is first, then ignore me
Claysson2 Posted April 21, 2017 Posted April 21, 2017 Do you think that maybe Leito's mod went with "Nude Suits" to allow male players/Actors to have "Flaccid" penis's normally, but during SEX have "Erect" ones ? An unwanted side effect is it carried over to female Player/Actors. Simply because, so far we don't have Schlongs in Fallout 4 .
VonHelton Posted April 21, 2017 Posted April 21, 2017 Ok........ Fresh install of Fallout 4. (You guys DID back up yer Fallout 4, right?) Installed everything, added the stuff to the ini files, and everything works flawlessly. :D :D :D
DocClox Posted April 21, 2017 Author Posted April 21, 2017 If I could make a request or a suggestion, would it be a good idea to create a Faction (I thought about actor value, but faction might be less intrusive) in your resources esm that mods can use to reserve an actor that they are about to use for a sex act. I think most mods probably will be doing a few things before and after the act, so being able reserve that actor before the actual sex act might allow for better compatibility between mods. Sort being able to make a positive check instead of the failure notice that your base mod gives. If there is something already in place just ignore me, or better yet let me know what it is first, then ignore me Factions! I knew I was forgetting something! I've been adding keywords and magic effects to add the keywords, but factions is a far better bet for flagging actors. Thank you. I was doing some searching for what the values should be and range I could change it to and in my search I found http://www.nexusmods.com/fallout4/mods/16300/? and to use his teleport power he has mentioned in his posts to make this ini value 1800 up from 128 which I found as the default. I have not had a chance to try it yet, seemed like a helluva jump.... "-Fixed teleportation loading screen but you also have to add to your Fallout4.ini under [General] fMinPlayerMoveToDistForLoadScreen= 1800"[/size] And thanks for that too. Not sure how much speech I'll be using in the framework, but it looks like an excellent resource generally.
Content Consumer Posted April 21, 2017 Posted April 21, 2017 Factions! I knew I was forgetting something! I've been adding keywords and magic effects to add the keywords, but factions is a far better bet for flagging actors. Thank you. A "do not allow this actor to be used in sex animations" faction would be a good idea too.
DocClox Posted April 21, 2017 Author Posted April 21, 2017 Yeah, pretty much all the actor applying keywords would work better as factions. If only because I wouldn't need magic effects to apply them.
Content Consumer Posted April 21, 2017 Posted April 21, 2017 Caveat: I haven't tried any sex mods for Fallout 4 yet, so forgive me if I'm speaking too soon or something. Wall of text incoming: spoiler to save the scroll wheels! I'm coming at this from a Sexlab perspective. If you're creating a full framework for Fallout 4, it might be a good idea to look at what Sexlab does and how. Some of it can be improved, and some can be expanded upon with a relatively more stable engine. Sexlab is an evolved creature, after all, and carries both bad and good from its roots, stuff that's necessary due to backwards compatibility issues for older mods that are still popular. With such a young framework, you're still in the position of being able to ignore "backwards compatibility" entirely and cut out some chaff. At the same time, Sexlab does a whole hell of a lot right. Adding these good features now may prevent you from having to add them later. I'm assuming that there's still a whole lot you can't really do yet due to a lack of other mods - I don't know exactly how important SKSE, FNIS, SkyUI, etc. are to Sexlab. But you can still look at it and see what can be duplicated, what can not, and what might be useful if suitably modified for a new engine and a new game theme (fantasy vs. post-apocalypse). It's also probably a good idea to look at what kinds of mods there currently exist for Sexlab, and then consider how those mods could be improved if some of their functionality was in the basic framework. I'm making the assumption that mods like these will probably eventually be made for Fallout 4. I've already mentioned a basic pregnancy framework (or just a couple of bools, maybe - isPregnant, isFertile, etc), but other stuff, like a faction for isEnslaved would have prevented some early (and in some cases still present) mod conflicts between the various slavery mods. And dependency chains are always a problem, from both a load order, # mod slots, and stability standpoint. Right now we're still seeing the occasional framework mod pop up, and some mod compatibility issues may have been averted with something as simple as a single global variable. And it's not just about compatibility, but speed and reliability - I have no idea how much (or if, honestly) speed and stability could be improved if mods can reference Fourplay directly rather than having to go through a chain of dependencies. For all I know, anywhere from absolute zero to entire milliseconds of time might be saved (and something as large as a millisecond can make a difference in script stability). You might even go so far as to contact modders who made some of these popular mods and ask how their work could have been improved if something were changed in Sexlab. I would particularly suggest looking at these: Sexlab Aroused: This is one of the single most important frameworks for other complex mods, I believe. A basic arousal system, even something as simple as a 0-100 constrained integer and maybe a function for changing it directly or changing it relative to current state, might be of some use. Creature Framework and SLNC: I'm not sure how long it will take before "nude creature" meshes are available, but some form of native body-swapping capability might help. Devious Devices (a/i/x): With the sheer amount of trouble the DD team has gone through over body slots, inventory/script/render items, I have the feeling that they may have appreciated some of that work done in advance. Body slot constraints in particular might help, and the inclusion of keywords directly in Fourplay. Kimy in particular might be useful to talk to - I don't use DCL any more, but it's quite complex in terms of what it tries to do, mimicking various other mods functionality, at least in a basic manner. Dialogues presents a framework for PC-NPC and NPC-NPC interaction that goes beyond the vanilla relationship system. A shared dialogue tree would also help, particularly in Fallout 4 where dialogues are limited to four options. I haven't used the Relationship Dialogue System, but I believe it does something similar. Display Model (and Puppet Master? I don't use it, so I might be wrong) do a lot with manipulation of NPCs in various ways. The various pregnancy mods might be useful to look at. Beeing Female or SGO in particular for things like timed cycles, node management, and birthing animations. Defeat - including some functionality directly in Fourplay might drastically improve usefulness and stability. Skooma Whore: Conflicting IMODs is a bit of a problem for some mods. TBH, I don't know if this is something you'd want to include in Fourplay, but if mod authors knew that there was a setting they could check before overwriting or combining IMODs they might be more likely to use it. A dependency/addiction framework that integrates with the other variables (like arousal, for instance) might help too. Apropos: I really don't know if it might have been useful to gooser if something had been included in Sexlab. Some sort of event-out for various animation stages might have helped, maybe. Show Armor Slots: Okay, this isn't really for Fourplay, or Sexlab even, this is mostly just a line item so I can rant a bit. I use a whole bunch of mods that add items - jewelry, guns on back, guns on hip, accessories out the wazoo - and not knowing what body slot they're using is a pain in the ass. /rant Slavery mods like Maria Eden, SD+, or Slaverun all conflict at various points. I don't know how much can be mitigated or eliminated by including some very basic functions in Fourplay, but it might be a good idea to think about it. Parasites and STDs: Again, I don't know how useful or pointless it would be to include stuff for mods like these, but it might be worth a look. I really don't know how much of this is absolute rot, how much can and cannot be done, or how much is pointless to add to the base framework and should remain in the hands of third-party modders. Just my 2p.
Darkening Demise Posted April 21, 2017 Posted April 21, 2017 OK so a few issues. 1. Alignment issues 2. No stripping 3. AI does not act the way they should Here are screenshots showing in different scenarios of the first two problems. When it comes to AI the Tirggerman when rescuing Valentine did not attack me. Raiders outside Diamond City did not attack me. Gunners did not attack me anywhere I found them too. They won't even go after my companion. I am using the following mods for Four-Play. Autonomy, Violate, Kidnapping, Prostitution, Vanilla Fudge, Sex Em Up, and Four-Lei.
Clegane Posted April 21, 2017 Posted April 21, 2017 Maybe it is Authonomy bug, because I use Violate, Kidnapping, Prostitution, Vanilla Fudge, Sex Em Up, and Four-Lei. And do not have this bug.
prinyo Posted April 21, 2017 Posted April 21, 2017 OK so a few issues. 1. Alignment issues 2. No stripping 3. AI does not act the way they should 1. Use 0.0.6 of Four Play instead of the current 0.0.7 3. For now the fastest and easiest way to fix this when it happens is with a batch file. 2. This is somewhat more complicated. For most people enabling the papyrus log fixes it. What works for me is when the stripping stops working I copy the script extender scripts again.
DocClox Posted April 21, 2017 Author Posted April 21, 2017 OK so a few issues. 1. Alignment issues 2. No stripping 3. AI does not act the way they should Here are screenshots showing in different scenarios of the first two problems. When it comes to AI the Tirggerman when rescuing Valentine did not attack me. Raiders outside Diamond City did not attack me. Gunners did not attack me anywhere I found them too. They won't even go after my companion. ScreenShot0.pngScreenShot1.pngScreenShot2.pngScreenShot3.pngScreenShot4.png I am using the following mods for Four-Play. Autonomy, Violate, Kidnapping, Prostitution, Vanilla Fudge, Sex Em Up, and Four-Lei. 3: I don't do anything with the AI. 2: Seems to happen quite a lot. There are some timing issues I've not had time to track down, but enabling papyrus logging seems to sort that out for a lot of people. Beyond that, look at your F4SE install. Make sure the .pex files are copied from the archive's data/scripts folder into the game's data/scripts folder. And make sure that they've not been reverted by a steam verification. Also make sure you're starting the game through the F4SE launcher. If all that fails, I'll take a look at a log file if you can get me one. 1: Work in progress this. The latest version of 4P always starts player action at the player location which should help for those cases. I can't do much about uneven ground for npc/npc scenes though. As Prinyo points out, there are some extra measures in 0.0.6, but I took them back out again because they killed npc/npc animations for some people, myself included. Caveat: I haven't tried any sex mods for Fallout 4 yet, so forgive me if I'm speaking too soon or something. Wall of text incoming: spoiler to save the scroll wheels! I'll do the colored text thing to preserve the spoiler, then. I'm coming at this from a Sexlab perspective. If you're creating a full framework for Fallout 4, it might be a good idea to look at what Sexlab does and how. Some of it can be improved, and some can be expanded upon with a relatively more stable engine. Sexlab is an evolved creature, after all, and carries both bad and good from its roots, stuff that's necessary due to backwards compatibility issues for older mods that are still popular. With such a young framework, you're still in the position of being able to ignore "backwards compatibility" entirely and cut out some chaff. At the same time, Sexlab does a whole hell of a lot right. Adding these good features now may prevent you from having to add them later. I'm assuming that there's still a whole lot you can't really do yet due to a lack of other mods - I don't know exactly how important SKSE, FNIS, SkyUI, etc. are to Sexlab. But you can still look at it and see what can be duplicated, what can not, and what might be useful if suitably modified for a new engine and a new game theme (fantasy vs. post-apocalypse). I want to allow loading 3rd party animations, block lists, keyboard control of scenes ... I'm not too fussed about keeping statistics of who boned what and how, and I think I can maybe improve on the tagging and searching system. Other than that, Sexlab is broadly what I'm aiming for. It's also probably a good idea to look at what kinds of mods there currently exist for Sexlab, and then consider how those mods could be improved if some of their functionality was in the basic framework. I'm thinking to keep it to managing and playing animations for the most part, tbh. I'm making the assumption that mods like these will probably eventually be made for Fallout 4. I've already mentioned a basic pregnancy framework (or just a couple of bools, maybe - isPregnant, isFertile, etc), but other stuff, like a faction for isEnslaved would have prevented some early (and in some cases still present) mod conflicts between the various slavery mods. And dependency chains are always a problem, from both a load order, # mod slots, and stability standpoint. Right now we're still seeing the occasional framework mod pop up, and some mod compatibility issues may have been averted with something as simple as a single global variable. And it's not just about compatibility, but speed and reliability - I have no idea how much (or if, honestly) speed and stability could be improved if mods can reference Fourplay directly rather than having to go through a chain of dependencies. For all I know, anywhere from absolute zero to entire milliseconds of time might be saved (and something as large as a millisecond can make a difference in script stability). You might even go so far as to contact modders who made some of these popular mods and ask how their work could have been improved if something were changed in Sexlab. On the other hand, if I do it in the framework, that makes it harder for someone else to do it better. And I'm not sure it's the business of 4P to be running cloak spells so it can tell who is looking at who whether they have clothes on. I would particularly suggest looking at these: Sexlab Aroused: This is one of the single most important frameworks for other complex mods, I believe. A basic arousal system, even something as simple as a 0-100 constrained integer and maybe a function for changing it directly or changing it relative to current state, might be of some use. Creature Framework and SLNC: I'm not sure how long it will take before "nude creature" meshes are available, but some form of native body-swapping capability might help. Race specific features do need a little more thought. Maybe the nude suit approach can be made to work. I honestly haven't looked at the internals of CF at all. Devious Devices (a/i/x): With the sheer amount of trouble the DD team has gone through over body slots, inventory/script/render items, I have the feeling that they may have appreciated some of that work done in advance. Body slot constraints in particular might help, and the inclusion of keywords directly in Fourplay. Kimy in particular might be useful to talk to - I don't use DCL any more, but it's quite complex in terms of what it tries to do, mimicking various other mods functionality, at least in a basic manner. Been talking to Kimy - that's half the reason I started with the keywords to block stripping or body-part access. Dialogues presents a framework for PC-NPC and NPC-NPC interaction that goes beyond the vanilla relationship system. A shared dialogue tree would also help, particularly in Fallout 4 where dialogues are limited to four options. I haven't used the Relationship Dialogue System, but I believe it does something similar. A big problem with my stuff tends to be feature creep. I see how something might be done, assume that because it can be done, it can be therefore done quickly and easily and end up tearing my hair out over how to levitate some glowing stone and make it rotate as it rises. I'd really like to avoid that pitfall this time around Display Model (and Puppet Master? I don't use it, so I might be wrong) do a lot with manipulation of NPCs in various ways. The various pregnancy mods might be useful to look at. Beeing Female or SGO in particular for things like timed cycles, node management, and birthing animations. Defeat - including some functionality directly in Fourplay might drastically improve usefulness and stability. I can see the point in having a common set of keywords for these things, and I'm quite happy for Four-Play's resource ESM to supply those. I don't think we'll need a full on resource mod like SexOut ended up with - I think softloading gets around a lot of those problems. But it would be nice to have some common set keywords, factions and the like. After that, it's just a question of herding all the cats into the same pen Skooma Whore: Conflicting IMODs is a bit of a problem for some mods. TBH, I don't know if this is something you'd want to include in Fourplay, but if mod authors knew that there was a setting they could check before overwriting or combining IMODs they might be more likely to use it. A dependency/addiction framework that integrates with the other variables (like arousal, for instance) might help too. Apropos: I really don't know if it might have been useful to gooser if something had been included in Sexlab. Some sort of event-out for various animation stages might have helped, maybe. There is! Sexlab fires all sorts of ModEvents. You can listen for sex starting, stages starting, stages ending sex ending ... and a couple of other things besides. And you can set up hooks so you only hear about the animations you're interested in. I can't do all of that due to changes in how Fo4 handles events, but I do send and end-of-sex event and I'll send others as soon as I have multiple stages to make them worth sending Show Armor Slots: Okay, this isn't really for Fourplay, or Sexlab even, this is mostly just a line item so I can rant a bit. I use a whole bunch of mods that add items - jewelry, guns on back, guns on hip, accessories out the wazoo - and not knowing what body slot they're using is a pain in the ass. /rant The Extended Armor Keywords system appears to be emerging as a de facto standard here. I'll probably go along with that maybe with some thought as to what to do for some of the more indelicate items of apparent that may not be covered by AE Still, like you say, not really my department Slavery mods like Maria Eden, SD+, or Slaverun all conflict at various points. I don't know how much can be mitigated or eliminated by including some very basic functions in Fourplay, but it might be a good idea to think about it. Factions and keywords, probably. And then people will still use their own so they can have stuff happening that only applies their slaves, but with a bit of luck most folks will also use the framework ones and we can get a bit of commonality. Soft-loading and inter-mod communications help a lot here, but a central repo would still be good. Parasites and STDs: Again, I don't know how useful or pointless it would be to include stuff for mods like these, but it might be worth a look. Well, we do have some primary support for parasites diseases in the game. You only encounter them on survival mode normally, but I expect we can use the mechanics outside of that . I really don't know how much of this is absolute rot, how much can and cannot be done, or how much is pointless to add to the base framework and should remain in the hands of third-party modders. Just my 2p. In general, I think I'll go with my gut feeling and try to stick to animating and positioning.
VonHelton Posted April 21, 2017 Posted April 21, 2017 There's NOTHING wrong with v7...... If you put the correct info in yer INI files, everything should work as advertised, save for the can opener...... Speaking of which, any progress on that front, Doc?
DocClox Posted April 21, 2017 Author Posted April 21, 2017 Been working on animation loading mainly. What's the main outstanding issues with the can-opener code again? If nothing else, I can add them to the list so I don't forget about them.
VonHelton Posted April 21, 2017 Posted April 21, 2017 Been working on animation loading mainly. What's the main outstanding issues with the can-opener code again? If nothing else, I can add them to the list so I don't forget about them. The armor is in-between the 2 (or more) actors. It needs to be exited a bit from actor 2 & left there, then return to the armor. (Returning to the armor is something Paladin Dance refuses to do for some reason, so he'll need to be forced back into it.)
DocClox Posted April 21, 2017 Author Posted April 21, 2017 Oh yeah, that's right. The linkref to the last worn suit of armor isn't always promptly populated. If I don't get a link, I don't have anything to move. Couple of things I might try, there. I wonder if Danse's armor is unique. I might not need a linkref in his case.
fabianu Posted April 21, 2017 Posted April 21, 2017 I was doing some searching for what the values should be and range I could change it to and in my search I foundhttp://www.nexusmods.com/fallout4/mods/16300/?and to use his teleport power he has mentioned in his posts to make this ini value 1800 up from 128 which I found as the default. I have not had a chance to try it yet, seemed like a helluva jump...."-Fixed teleportation loading screen but you also have to add to your Fallout4.ini under [General] fMinPlayerMoveToDistForLoadScreen= 1800"[/size] I have added the parameter in the [GENERAL] section of both fallout4.ini and fallout4Custom.ini (where I didn't have a [GENERAL] section before). I set the parameter to 18 first, and today to 1800, but I still get the black loading screen beofre the NPC/PC scenes. Maybe a dumb question, sorry for that, but how do I get logging enabled for FourPlay? Thought I could narrow down the problem by analyzing the logs, but I don't get any entries in the papyrus logs.
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