holdout Posted April 27, 2017 Posted April 27, 2017 One oddity I have noticed is that with female player and running through the same script logic, when having sex with a female npc marked as unique the player will take on the male role in the animation, but with a female generated npc (like a raider or a settler) the player will take on the female role. With male npc marked as unique, the player will take on the female role. I have the player going into actor position param 2 and still using .7. I haven't wanted to mess with the save I have been testing with.
oneway2play Posted April 27, 2017 Posted April 27, 2017 YES! So glad it's back. Thank you. Let the game begin.
bamboy12 Posted April 27, 2017 Posted April 27, 2017 Do you think in the next update you can add a way to move a actors position using numpad or arrow keys to match the partners animation?
legacyslayer Posted April 27, 2017 Posted April 27, 2017 Yeah. I tried changing the actor race to an immobile one (that would have been problematic going forward in any case) and I keep meaning to try changing the motion type. The immobile race thing also had the side effect of stopping animations running though. It's possible I could still make it work, but I'd have to clone every allowable race in the game, and then there's custom races... I have a possible solution to that.. Is there a way to toggle collisions through a script? As long as the player is stationary and in animation he/she wont clip through the ground, and other npcs just pass through (Granted looks weird..). If you can TCL on player and npc when animation starts, then update end function with another TCL it would prevent collision issues with anything, really.
rav1984 Posted April 27, 2017 Posted April 27, 2017 Hiya it is possible to modify the mod somehow that it would ingore Power Armor? I mean I have a mod that let Danse get off the Power Armor and he's wearing regular one but mod says he's still in power armor but he isn't
DocClox Posted April 28, 2017 Author Posted April 28, 2017 One oddity I have noticed is that with female player and running through the same script logic, when having sex with a female npc marked as unique the player will take on the male role in the animation, but with a female generated npc (like a raider or a settler) the player will take on the female role. With male npc marked as unique, the player will take on the female role. I have the player going into actor position param 2 and still using .7. I haven't wanted to mess with the save I have been testing with. Leveled actors have some oddities when determining gender. I thought I'd got them all covered, but it's possible I missed on. I'll have a look. Do you think in the next update you can add a way to move a actors position using numpad or arrow keys to match the partners animation? It's on the list. Yeah. I tried changing the actor race to an immobile one (that would have been problematic going forward in any case) and I keep meaning to try changing the motion type. The immobile race thing also had the side effect of stopping animations running though. It's possible I could still make it work, but I'd have to clone every allowable race in the game, and then there's custom races... I have a possible solution to that.. Is there a way to toggle collisions through a script? As long as the player is stationary and in animation he/she wont clip through the ground, and other npcs just pass through (Granted looks weird..). If you can TCL on player and npc when animation starts, then update end function with another TCL it would prevent collision issues with anything, really. I haven't found a way to do that yet.It would be the ideal solution. Hiya it is possible to modify the mod somehow that it would ingore Power Armor? I mean I have a mod that let Danse get off the Power Armor and he's wearing regular one but mod says he's still in power armor but he isn't You can use the admin terminal in the test cell and enable the can-opener to pop PA types out of their suits. No idea why Danse is still reported as wearing his. Might depend on how the mod removed it. I can't just ignore it, or else they pop out as PowerArmourRace and wander around as deformed freaks. [edit] Missed the reply to bamboy12 out entirely for some reason...
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 Hello Doc and friends, I am still having the same issue even after installing v 0.8 mod and a clean save. No animation taking place. I am able to enter in coc 4test room. But nothing happens when I hit any of animations from console either not able to return to sanctuary.Also not getting countdown timing. FP Violate also works till the 30% health threshold PC gets down on knee NPC gets in to ally zone but no animations are played. Please could you elaborate how to use BSA? FINS is not there for this game right? Using Mods as follows. 1 Crazy Animations (NMM Gun Version) - 3-11-17 2 four_play_0_0_8_1 3 FO4 Animations By Leito - v1a 4 Four_Lei_081 5 FP_Violate__1_2
DocClox Posted April 28, 2017 Author Posted April 28, 2017 You need to copy the .ba2 file into the data folder alongside the esp and esm files. The ba2 has the scripts inside of it, and the mod won't work without them. You can unpack it to loose scripts, but I don't recommend that since it can cause problems when updating the mod.
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 You need to copy the .ba2 file into the data folder alongside the esp and esm files. The ba2 has the scripts inside of it, and the mod won't work without them. You can unpack it to loose scripts, but I don't recommend that since it can cause problems when updating the mod. Ok I did following I search data file in follout 4 found 3 files of four play. four_play - Main.BA2 four_play.esp four_play_resources.esm So I extract the four_play - Main.BA2. there are two folders in this ba2. meshes and scripts. Copied these folders and pasted in the Fallout data directory (before this I have taken backup of these 2 folders) Still no animation are playing. What I am doing wrong?
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 Hello Doc, Papyrus log file uploaded at pastebin site. https://pastebin.com/wADAFBXL and mod list https://pastebin.com/GiKDr9NJ Also crazy gun mod works only his animations are included no leito animations in list.
DocClox Posted April 28, 2017 Author Posted April 28, 2017 You have a lot of these: error: Unable to bind script four_play:fplay_test_fake_child_term to (100206A0) because their base types do not match Not sure what might cause that, but it looks like the scripts are trying to bind to the wrong addresses. Try a clean save. See if that sorts it out.
legacyslayer Posted April 28, 2017 Posted April 28, 2017 @Dragonborn You seem to have the same issue everyone else is. Double check and make sure you have manually installed the Scripts folder from the Fallout4ScriptExtender folder, as outlined in Vinfamy's installation guide. 99.9% sure this will resolve your issue.
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 Hello, Legacyslayer, Yes that worked. But still no animation are played in coc 4test. also no turning back to sanctuary. terminal operation looking ok 3 sec timer is running, pc and npc are getting undressed but no animation. after 30 sec both get dressed thats all. Good thing Leitos gun animations working fine, FP violate also worked (BUG for some animation character position where not align with each other) Hello Doc, This is current log link, https://pastebin.com/SgNrMRn5
DocClox Posted April 28, 2017 Author Posted April 28, 2017 Did you try a clean save? Exit the test cell, Go somewhere where there are no 4P animations running - the Sanctuary storm cellar will probably do save Deselect 4P and any mods that depend on it. Start the game and load that save ignore any "missing mods" errors save Reselect 4P and any mods that use it load the second save See if that fixes the problem.
VonHelton Posted April 28, 2017 Posted April 28, 2017 Doc, tried to have sex with Scribe Halen & it said I was wearing power armor. Do I still hafta turn it on in the COC Room? Or is it still broken? I figured I didn't need the COC Room anymore....
DocClox Posted April 28, 2017 Author Posted April 28, 2017 You still got to turn it on. Though you should only have to do it once. I have had a report of Danse being blocked even though he was out of PA, so it could be new breakage though. Also, there's a chance the race whitelisting is blocking PA dudes, since while they're in there they report as PowerArmorRace, and that's not an allowed race... I need to move the can opener checks up ahead of the actor_allowed check, don't I? Otherwise they'll still be in the tins when I check race and that'll block them. (Hasty testing the other night - I wanted to get it out!)
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 Hello Doc, After disabling crazy's esm all animations worked from terminal. Only last one room with brotherwood guys they didnt do anything even after 3 sec countdown. To get out the test cell I used coc sanctuaryext command no terminal exit yet. Here attached screenshots for reference.
DocClox Posted April 28, 2017 Author Posted April 28, 2017 Cool. The terminal at the far end of the hall has a "return to Sanctuary" entry. The Brotherhood dudes won't do anything unless you enable the can-opener option from the same terminal ... and then it's probably bugged since I think the PowerArmorRace will block the action before I get a chance to pop'em out of their shells. That's a job for tonight. Glad you got it working
ignotum_virum Posted April 28, 2017 Posted April 28, 2017 Script Main.psc line 290 while idx < 3 (?4)
dragonborn_s20 Posted April 28, 2017 Posted April 28, 2017 Cool. The terminal at the far end of the hall has a "return to Sanctuary" entry. The Brotherhood dudes won't do anything unless you enable the can-opener option from the same terminal ... and then it's probably bugged since I think the PowerArmorRace will block the action before I get a chance to pop'em out of their shells. That's a job for tonight. Glad you got it working We are glad and thankful to you for making fallout more enjoyable.
VonHelton Posted April 28, 2017 Posted April 28, 2017 You still got to turn it on. Though you should only have to do it once. I have had a report of Danse being blocked even though he was out of PA, so it could be new breakage though. Also, there's a chance the race whitelisting is blocking PA dudes, since while they're in there they report as PowerArmorRace, and that's not an allowed race... I need to move the can opener checks up ahead of the actor_allowed check, don't I? Otherwise they'll still be in the tins when I check race and that'll block them. (Hasty testing the other night - I wanted to get it out!) I should be going on some missions with Dance soon, so I'll let ya know. :D :D
peculiaris Posted April 28, 2017 Posted April 28, 2017 Well shit........ It looks like you are uh... doing the power armor
Claysson2 Posted April 28, 2017 Posted April 28, 2017 Well shit........ Danse says......... if I go out there..... I'm FUCKED. LMAO........ Babe... I feel as if somethings come between us.
DocClox Posted April 28, 2017 Author Posted April 28, 2017 Hehe. New version out with better PA handling. Although that does look like my race detection isn't all it might be which is worrying. Never mind, this should be more robust in that respect.
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