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Posted

Fast answer: look at the last item in the "troubleshooting" section of the download page.

Posted

 

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.

 

 

I had the stripping problem too, with autonomy, prostitution and mindless.

 

I have no f***ing clue why, but I had found out, that once in the game, updating the FO4SE data folder from the FO4SE.zip to the gamne diretory, quiting the game via the task manager and starting again fixes the stripping error, although the files from the FO4SE.zip are all the same as the files already present in the game directoty. 

I first thought, it might be a steam sync issue, so I disabled steam sync, but this didn't help.

 

What makes it even more weird, the problem now doesn't occur anymore, means stripping now works without the workaround above. 

 

I don't have an explanation on this. ;-)

 

btw, still using 4P 0.0.5c.

Posted

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 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.

We are very limited in a large percentage of that stuff requires SKSE functions to be done neatly, some ideas also come from SexOut framework, but again it also requires NVSE. We are basically stuck with what we can do with the Papyrus engine.

We can't even do expanding bellies or breasts yet unless we do it the multi stage outfit swap Sexout way I did in pregnancy, which did look less stretched on many outfits but was a lot of work for people to create hundreds of just the vanilla outfits.

Posted

 

...We can't even do expanding bellies or breasts yet unless we do it the multi stage outfit swap...

 

 

CBBE has bodymorphs for that.

And expireds looks menu has papyrus functions for these.

I´m not sure if they´re already working but they are there...

Posted

 

...We can't even do expanding bellies or breasts yet unless we do it the multi stage outfit swap...

 

CBBE has bodymorphs for that.

And expireds looks menu has papyrus functions for these.

I´m not sure if they´re already working but they are there...

 

Interesting :)
Posted

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?

 

:P

 

I've also noticed there really hasn't been an issue with v.07.  Misalignment occurs it seems to do uneven surfaces or actors being in tight spots or engaging in something else like cooking or fixing something.  The (un)dressing issue doesn't seem to be much an issue either, a raider here or there, but not usually. 

 

I think when we have something like SL Framework's option to realign scenes, move animation spot and the ability to move the actors back/forth/left/right it will be so much easier to handle these issues.  There's also timers, camera angles, etc.  (Control options)

Posted

Seems the alignment issue, similarly to the stripping, depends on the PC specs. From reading comments it seems if enabling the papyrus log is enough to fix the problem with the stripping it will also fix the alignment. 

From my experiments with 0.0.7 I think the busier the game is - the bigger the chance for a good alignment. Objects or other NPC can sometimes interfere, but they are not the main reason for the miss-alignments. I don't know if it makes sense, but it seems like there is a difference between where a NPC is calculated to be and where she/he actually is. This seems valid for both PC-NPC and NPC-NPC scenes. 

Posted

From my experiments with 0.0.7 I think the busier the game is - the bigger the chance for a good alignment.

 

Busier game, more background threads, more time out between latent function calls. That could make sense. I develop with probably way too many mods for a decent development environment (mainly because I had problems getting MO2 to work properly) so there's a lot going on when I test.

 

That could be it. I really need to bite the bullet and set up a minimal development environment.

 

Objects or other NPC can sometimes interfere, but they are not the main reason for the miss-alignments. I don't know if it makes sense, but it seems like there is a difference between where a NPC is calculated to be and where she/he actually is. This seems valid for both PC-NPC and NPC-NPC scenes.

 

I wonder if waiting until they have their 3D back would work. I wonder how the game moves them internally for that matter. Does it remove them and re-add them, or does it translate them? Hmm...

 

Posted

I got 4play installed and got a prompt about it starting. I then got prostitution installed, crazy and leito animations (and patch) installed.  

 

However, when I wear the ring and someone approaches all that happens is the characters undress, strand there for a bit, then dress again. No animations or sounds play.

 

I've also tried the test cell.  If I try to start an animation with preston and deb they stand near eachother, they undress and redress in about 2 seconds but no animations etc.  

 

I checked the ini files and they are correct per the install instructions.  I am using the latest f4se. I cant figure out what else to do.  

 

One thing of possible note:  I do not have any saves that do not have the M designation.  I'm not even sure how to get one, or if creating one to get mods 'installed' again would lose my characters progress.

 

I also see in papyrus log wuite a lot of scripts with "cannot be initialized because the script no longer contains that property" warnings.

 

I tested the Leito gun and those animations play (vanilla and aggressive).  But nothing in the 4test plays nor do animations play if Prostitution mod triggers, or Violate mod triggers.

 

Posted

@deljason

You can use http://www.nexusmods.com/fallout4/mods/12465/? to make a save without M any more, but that shouldn't your problem. You sure you have the right papyrus entry in Fallout4Custom.ini?

Also, if you're running crazy and leito, is crazy unchecked in load order?

I originally did not have either Leito or Crazy installed and still had no animations in the 4Test area (or from prostitution/Violate mods).  I tried those to see if they'd work and they do, at least with the gun.

 

Here is my Fallout4Custom.ini

 

 

[Archive]

bInvalidateOlderFiles=1

sResourceDataDirsFinal=

[Papyrus]

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

bEnableProfiling=1

sDefaultLogOverlay=Papyrus

[Display]

iLocation X=0

iLocation Y=0

 
There is also a Papyrus entry in the main Fallout4.ini which I made match this just in case, but that didn't help either.
Posted

Start again. Uncheck all the four-play mods including leito and crazy. Use the mod I pointed you to to make an m-less save. Re-enable, or re-install all the 4play mods, except for crazy's gun mod. Leave that unchecked in the load order. Copy the [papyrus] section into your fallout4.ini file as well and replace what's in there.

Posted

Start again. Uncheck all the four-play mods including leito and crazy. Use the mod I pointed you to to make an m-less save. Re-enable, or re-install all the 4play mods, except for crazy's gun mod. Leave that unchecked in the load order. Copy the [papyrus] section into your fallout4.ini file as well and replace what's in there.

Ok here's what I did.

 

Loaded the mod to enable achievements using f4se.  Created a clean save file with no FP mods enabled.  Loaded the game again having enabled just 4P, Leito, Prostitution/Violate.   Also redid the INI files.

 

Got the setting up message.  Did quicksave then load.  Got the 'ring added' message.

 

Went to 4test, played the random animation for preston/deb.  I saw them disrobe then a very quick partial animation played (with some sound effects) then they got dressed again.   So it appears it at least tried to run the animation but it didnt play properly.

 

The June/Deb terminal did animate the two girls like it should. (but had some male sounds mixed in)

 

I went to the player female room and female there did animate with my female character.  When I tried the male terminal I once again got the very short partial animation.

 

 

The orgy room played properly but had male sounds from some female characters.

 

The desi terminal did nothing. (no countdown, animation, undress or sounds)

 

The Kellog terminal teleported me to his location with no animation or undress etc.

 

Power suit terminal counted down but nothing happened.

Posted

 

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.

 

 

 

Only thing might be, I am not sure if you can assign Keywords to factions.  At least I am not sure how, but I admit haven't been using the creation kit for long.  I suggested it because there was a method on Actor script to check for faction so it seemed easy way to check for a "flag" that might be less intrusive than a variable.

Posted

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.

 

Keywords can be added and removed with Papyrus functions.

For adding factions to an actor, it should be possible to store the faction in an alias and use ApplyToRef() to get that faction to the actor.

So i´m not sure what you need magic effects for ?

Posted

Keywords can be added and removed with Papyrus functions.

Never used to work when I tried it in Skyrim. Not that I'll complain if it works in Fo4

 

For adding factions to an actor, it should be possible to store the faction in an alias and use ApplyToRef() to get that faction to the actor.

 

Or just add them with Actor.AddToFaction(). Unless that's broken in Fo4 I suppose.

Posted

 

Or just add them with Actor.AddToFaction(). Unless that's broken in Fo4 I suppose.

 

 

I used factions quite a bit for Violate.

 

AddtoFaction() works perfectly.

 

Be careful with RemovefromFaction() though. It occasionally fails to trigger - been getting tons of complaints from Violate users because of this. My guess is it probably needs a few utility.wait() if you're having a few consecutive RemovefromFaction()

Posted

I have a sneaky suspicion that load order may play a part in all of this.........

 

:D:lol::P;)

 

 


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.

 

I look forward to the can opener being totally AWESOME......!!

 

:D :D :D :D :D

 

 

Posted

 

....

 

 

Doc, when you have time, would you mind checking out a comment by AWP3RATOR on the last page of my Four-Play Violate thread?

 

A bit of a serious issue ... not sure why it happens as I know you added an condition and I used a HumanRace condition too.

 

If it's entirely the RC mod's fault and there is no condition we can use. Maybe a check for the esp of that RC mod to shut down Four-Play completely.

 

A disclaimer on how you're not legally responsible for when people deliberately decide to mod their games/ edit Four-Play script in order to make certain scenes happen would be a good safety measure imo. 

Posted

A disclaimer on how you're not legally responsible for when people deliberately decide to mod their games/ edit Four-Play script in order to make certain scenes happen would be a good safety measure imo. 

 

 

 

Commented on the Violate thread

 

I'll have a think about what else I can do.

 

[edit]

 

Thinking about it ... I suppose one way forward would be to have an allowed race list and only allow scenes for races that were in the list. But then you already have a Human Race check, so that presumably isn't going to help.

Posted

Double posting for visibility: I've taken down the mod until I can check a few things. It's a bit late here right now, so that means it probably won't be back until tomorrow sometime. That's not going to affect most of you - apologies to anyone trying to d/l for the first time.

Posted

A quick-fix to avoid including child actors would be to replace all children actors with young adults. It should work considering the child voices both sound like young college students to me.

Posted

...It should work considering the child voices both sound like young college students to me.

Yeah they really do... Or late teens at the very least. Dunno what the actual age of the VA's Bethesda used are, but it's certainly not anywhere near the age that the children in the game are depicted at... =.=

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