Claysson2 Posted May 3, 2017 Posted May 3, 2017 Ok, animations are not firing for me. I ended up going in and deactiving ALL mods, opened up an older save before I modded to resave. I then followed the instructions here: http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/ because Lord knows I've missed things before! Then activated ONLY 4play, Leito's animations, the patch, the mindless sex mod, and the bodies. Nothing else, no patchs, no DLCs, nothing. Opened that save up and didn't get the 'initializing' message, but it is possible i missed it. Quicksaved, reloaded, got the mindless sex gun, tried it out on random NPC. No animation. Nothing's stuck, it's just not doing anything. Went to the test cell just in case, same thing with the terminals. Looks like it should have activated, but didn't. Log file: https://pastebin.com/yimCn11U I do have the latest version of FO4, and the latest version of F4SE (0.3.0). All the mods from LL I downloaded yesterday too, so those should be current as well. Edit: Strike that about the DLCs. I had deactivated them, but they're active again and I have no idea why. Still, to my knowledge, I don't recall seeing anything about the DLCs interfering with 4play, so I don't think it really matters. Did you copy the Data files from F4SE into your Data folder ?
DocClox Posted May 3, 2017 Author Posted May 3, 2017 Lots of scripts not binding to the underlying game objects. I'm not sure why this happens, but it can often be cleared by a clean save: Make sure there are no 4P animations running Save and exit the game Deselect 4P and any mods that depend on it Load the game without 4P, saying "yes" to any complaints about missing mods Save and exit the game Reselect Four-Play and the mods that use it Load the most recent save Hopefully the scripts will now look for their game objects in the right places.
MattAurell Posted May 4, 2017 Posted May 4, 2017 Is there any fix for getting the animations to work with Paladin Danse? I have the Danse GTFO power armor mod, but the game still thinks he's wearing it
DocClox Posted May 4, 2017 Author Posted May 4, 2017 Is there any fix for getting the animations to work with Paladin Danse? I have the Danse GTFO power armor mod, but the game still thinks he's wearing it Not yet. There's a Papyrus function: Actor.IsInPowerArmor() that's supposed to be true if someone is wearing PA and false otherwise. That's what I call to tell if the actor is in PA. If they are, and if the can-opener is enabled I call Actor.SwitchToPowerArmor(None) on them which is supposed to make 'em take it off cleanly, and I then hang around in a wait loop until the game reports that they're no longer wearing PA. Now I can't remember if I time-limited that loop or not. It's possible that if he takes more than fie seconds to get out the routine will continue anyway, in which case I'd expect him to be blocked on account of still being PowerArmorRace. But I don't know. I'll have a look when I get time.
Darkening Demise Posted May 4, 2017 Posted May 4, 2017 OK so the Autonomy mod really does break the game. Maybe its also Four Play itself so I'll just report here. 1. Anyone using power armor when selected to fuck will teleport to the scene like normal but the armor is gone like they stripped a normal outfit. Upon exiting the scene they appear back in the armor. When trying to talk to companions that do this they will no longer function normally. Meaning the talk option does not work. So cannot dismiss or work on relationship/romance. 2. If someone is in a scripted event and they are selected the scene gets messed up for example Piper outside Diamond City gate yelling at the poor guy. The reporter is in a tizzy. When interacting with her for the scene to get into Diamond City she teleported inside to bang one of the guards. Afterwards she stood inside. I tried moving her back out with console command moveto player. Sadly she could not be interacted with. Things were stuck, figured I try using another mod the lock mod from nexus which allows you to lock doors with the r key. I opened the gate manually and things functioned normal again as the mayor starts yelling at Piper. The scene plays out and we go into Diamond City. She talks to Nat like normal and heads inside. I followed but she could not be interacted with. I am to talk to her for the interview but nothing happens. Nate/Nora will just say her name like when you interact with people with the e key. 3. It has people teleport all over the place meaning if a certain character is to be talking too and during the conversation they go fuck the conversation is then interrupted and must wait for the scene to end before starting all over again. But since the mod selects anyone around a large radius they can be taken to a far away location. Such as from Sanctuary Hills to Concord or Diamond City gate area to the Castle. You have to go hunt down these NPCs let alone protect them from harm. I'm going to stop using that mod but its like the only one I know of that allows NPCs to interact without the Player triggering something. Autonomy is a must but its causing problems. Alignment is still an issue. Even on even terrain or interior with plenty of space there's still alignment problems that are bad to small like the penis is thrusting into the leg or throat or forehead depending on which one. I use Leito's animations only. It seems to be random. NPCs when they do it things get really bad though which is weird how the player encounters this less. I am using the most recent public versions. Other than these nothing else I have encountered.
DocClox Posted May 4, 2017 Author Posted May 4, 2017 1. Anyone using power armor when selected to fuck will teleport to the scene like normal but the armor is gone like they stripped a normal outfit. Upon exiting the scene they appear back in the armor. When trying to talk to companions that do this they will no longer function normally. Meaning the talk option does not work. So cannot dismiss or work on relationship/romance. Do you have the "can opener" option enabled? You need to go to the test cell and select it on the exit terminal. If it is selected then they should exit the PA before being teleported. If not, they should be blocked. I can add a long distance PA test to the test cell, thinking about it. No idea what might be messing up AI on the actors. I don't touch that at all. 2. If someone is in a scripted event and they are selected the scene gets messed up for example Piper outside Diamond City gate yelling at the poor guy. There is an Actor.IsInScene function that I should probably be checking. That would stop 4P from breaking scenes (in the CK sense) like Piper at the Gates[1], and probably protect actors in conversation with the player as well. 3. It has people teleport all over the place meaning if a certain character is to be talking too and during the conversation they go fuck the conversation is then interrupted and must wait for the scene to end before starting all over again. But since the mod selects anyone around a large radius they can be taken to a far away location. Such as from Sanctuary Hills to Concord or Diamond City gate area to the Castle. You have to go hunt down these NPCs let alone protect them from harm. The selection range isn't me. I can, probably have actors walk rather than teleport. ApplyRefTo would let me set packages. If I freeze one and set the other to walk to him/her based on a linkref. Downside is that it could take a while, but I could always combine it with a teleport if they take too long. Alignment is still an issue. Yeah. I've had zero dev time for a week or so. Hopefully I'll get back to it tonight. [1] But not "Piper At The Gates Of Dawn" which is a whole other Saucerfull of Secrets ...
VonHelton Posted May 4, 2017 Posted May 4, 2017 Here's something that worked for me.......Delete all your saves back to when ytou first come out of the vault. It's like starting a new game, and everything seems to be working just fine. But Armor Keywords & Armorsmith Extended removed Piper's name & replaced it with 2 dots. That did NOT fix itself....... :angry: :angry: I'm off to post a nasty comment or 2....
Snazzishoez Posted May 4, 2017 Posted May 4, 2017 Here's something that worked for me.......Delete all your saves back to when ytou first come out of the vault. It's like starting a new game, and everything seems to be working just fine. But Armor Keywords & Armorsmith Extended removed Piper's name & replaced it with 2 dots. That did NOT fix itself....... :angry: :angry: I'm off to post a nasty comment or 2.... I've had the issue with Piper. It was related to some type of cosmetic mod, I think. I'm no longer using it and Piper is Piper again. It didn't just change her name to the two bars, but her appearance was different too. That might be the culprit. Which mod....I can't remember.
Lurker001 Posted May 4, 2017 Posted May 4, 2017 Is there not two versions of Danse in the game? I thought there were 2 ids for him at any rate. One in PA without a helmet, and another in BOS jumpsuit. could it be possible to make the game call the jumpsuited version and just tai his armour for the scene?That may be a way to deal with pa in general... actually. placeatme the npc id, and tai the armoured npc. end of scene tai and disable summoned entity.Not sure, I'm not a modder... i just play with the console a lot, and dabble.
VonHelton Posted May 4, 2017 Posted May 4, 2017 Here's something that worked for me.......Delete all your saves back to when ytou first come out of the vault. It's like starting a new game, and everything seems to be working just fine. But Armor Keywords & Armorsmith Extended removed Piper's name & replaced it with 2 dots. That did NOT fix itself....... :angry: :angry: I'm off to post a nasty comment or 2.... I've had the issue with Piper. It was related to some type of cosmetic mod, I think. I'm no longer using it and Piper is Piper again. It didn't just change her name to the two bars, but her appearance was different too. That might be the culprit. Which mod....I can't remember. Yes, it changed her appearance......I had to use showlooksmenu to change her to something more attractive.
Halstrom Posted May 4, 2017 Posted May 4, 2017 There is an Actor.IsInScene function that I should probably be checking. That would stop 4P from breaking scenes (in the CK sense) like Piper at the Gates[1], and probably protect actors in conversation with the player as well.Just a thought for later when we have a full flagging system, some people might actually want to use the scene system to control sex. Maybe Actor.IsTalking is a better option? Or add a Whitelist formlist?
holdout Posted May 5, 2017 Posted May 5, 2017 There is an Actor.IsInScene function that I should probably be checking. That would stop 4P from breaking scenes (in the CK sense) like Piper at the Gates[1], and probably protect actors in conversation with the player as well.Just a thought for later when we have a full flagging system, some people might actually want to use the scene system to control sex. Maybe Actor.IsTalking is a better option? Or add a Whitelist formlist? My two cents would be that doing IsInScene or IsTalking probably should be responsibility of the mods using the framework. Framework does the lower level checks and the mods do the higher level checks. You could loose too much flexibility if framework starts doing higher level checks. Grain of salt, I am still getting used to how the CK works, so opinion is just from the API's I have had a hand in building.
Claysson2 Posted May 5, 2017 Posted May 5, 2017 Never cared too much about having sex with a "Can of Worms". Now having every Tom, Dick and Raider die with a Hard on just so I could have a Boner for Piper annoys me. Not to mention every NPC pushing me when me and Cait are making "Naughty Thoughts" happen does tick me off. A bit off topic but I did find a mod that help NPC's/Companions quit smoking. Replaced Smoking Animations - No Smoking at Fallout 4 Nexus - Mods and community
DocClox Posted May 5, 2017 Author Posted May 5, 2017 Just a thought for later when we have a full flagging system, some people might actually want to use the scene system to control sex. Maybe Actor.IsTalking is a better option? Or add a Whitelist formlist? Good point. I've done that myself in Skyrim, so that won't work. I could allow a flag to say "interrupt_scenes" and default it to false. That would mean you could make it work with your own scenes, but casual sex mods wouldn't all need to check. My two cents would be that doing IsInScene or IsTalking probably should be responsibility of the mods using the framework. Framework does the lower level checks and the mods do the higher level checks. You could loose too much flexibility if framework starts doing higher level checks. Grain of salt, I am still getting used to how the CK works, so opinion is just from the API's I have had a hand in building. Also a fair point. Although ... one of the things I want is to make this as simple to use as possible for people who just want a bit of rumpy-pumpy in their mods. I don't want casual users to have to write twenty lines of validation before they can start the sex. So probably I'll add the check, but allow an override when the sex scene is started.
Trykz Posted May 6, 2017 Posted May 6, 2017 Hey Doc, any thoughts on a better method of adding custom races without them needing to depend on four play? Not rushing or anything, just hopeful it hasn't been forgotten. I know you're really busy sorting other things out. Keep up the great work! Trykz
Claysson2 Posted May 6, 2017 Posted May 6, 2017 Really wish some more Animators would jump in the ring. (or more animations) Interested to see if the Animation Loader works or not.
Surfblasted Posted May 6, 2017 Posted May 6, 2017 Hi, I hope you can sort my issue - NPCs strip and equip strapon, but then stand in idle poses for 30 secs and then get dressed. I've tried everything I could find in this thread to help. Here's my log file https://pastebin.com/avKXutp7
jackbite69 Posted May 7, 2017 Posted May 7, 2017 If you follow this very useful guideline >http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/<"Word-for-word" It will work? And remember to give the Author some reputation.
Surfblasted Posted May 7, 2017 Posted May 7, 2017 If you follow this very useful guideline >http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/<"Word-for-word" It will work? And remember to give the Author some reputation. Thanks for the link. I had done everything in the list - but using Wrye Bash for the first time. The list allowed me to realise that I had not missed anything, so I installed all requirements manually and now it works. I need to learn how to install fomods in Wrye Bash I think
Halstrom Posted May 7, 2017 Posted May 7, 2017 If you follow this very useful guideline >http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/<"Word-for-word" It will work? And remember to give the Author some reputation. Thanks for the link. I had done everything in the list - but using Wrye Bash for the first time. The list allowed me to realise that I had not missed anything, so I installed all requirements manually and now it works. I need to learn how to install fomods in Wrye Bash I think Do not wyre bash scripted mods............
Morferous Posted May 7, 2017 Posted May 7, 2017 Do not wyre bash scripted mods............ I nee to ask about that. WB is a mod manager and can detect what it needs from records. Script data only matters, if mod is using it's own script system to distribute content. Otherwise you can freely create Bashed Patch from scripted mods. This is even required for several key mods for Skyrim, like Complete Crafting Overhaul Remade. I have just recently started to mod FO4 though. Is there a limitation with WB support for Fallout 4 that I am not aware of, or are adult mods in LL using scripted distribution instead of leveled lists? So far FO4Merged and Wrye Bash have worked correctly in my game, but I am only now adding adult mods to it.
VonHelton Posted May 7, 2017 Posted May 7, 2017 If you follow this very useful guideline >http://www.loverslab.com/topic/76277-four-play-beginner-friendly-installation-guide-comprehensive-tutorial-to-sexualise-your-fo4/<"Word-for-word" It will work? And remember to give the Author some reputation. Thanks for the link. I had done everything in the list - but using Wrye Bash for the first time. The list allowed me to realise that I had not missed anything, so I installed all requirements manually and now it works. I need to learn how to install fomods in Wrye Bash I think I do everything manually FOR A REASON.......
Halstrom Posted May 7, 2017 Posted May 7, 2017 I nee to ask about that. WB is a mod manager and can detect what it needs from records. Script data only matters, if mod is using it's own script system to distribute content. Otherwise you can freely create Bashed Patch from scripted mods. This is even required for several key mods for Skyrim, like Complete Crafting Overhaul Remade. I have just recently started to mod FO4 though. Is there a limitation with WB support for Fallout 4 that I am not aware of, or are adult mods in LL using scripted distribution instead of leveled lists? So far FO4Merged and Wrye Bash have worked correctly in my game, but I am only now adding adult mods to it. But there's no need to bash them, people trying to run 250+ mods will never play all of added quests/outfits whatever at the same time anyway. odds are all you will do is lag the crap out of your game, max out your texture/mesh memory and create a bunch of weird stuff happening that drives mod Authors nuts with your bug reports because you are doing something different to 4000 other people using that mod. I could have spent days trying to track some bizzare script error logs one user sent me before I pointed out he was missing the FONV Sexout requirements in his Load Order then he said "they are all in the BashPatch.esp". Told him to delete it and reinstall seperately, problems all went away............... The only mods that can be safely bashed in FONV are unscripted simple clothing/weapon mods. If I want to merge something I use FO4Edit and do it manually. Maybe FO4 is different, but you better look through the scripts and check before doing so and don't bother reporting issues unless its happening in vanilla form.
Morferous Posted May 7, 2017 Posted May 7, 2017 I nee to ask about that. WB is a mod manager and can detect what it needs from records. Script data only matters, if mod is using it's own script system to distribute content. Otherwise you can freely create Bashed Patch from scripted mods. This is even required for several key mods for Skyrim, like Complete Crafting Overhaul Remade. I have just recently started to mod FO4 though. Is there a limitation with WB support for Fallout 4 that I am not aware of, or are adult mods in LL using scripted distribution instead of leveled lists? So far FO4Merged and Wrye Bash have worked correctly in my game, but I am only now adding adult mods to it. But there's no need to bash them, people trying to run 250+ mods will never play all of added quests/outfits whatever at the same time anyway. odds are all you will do is lag the crap out of your game, max out your texture/mesh memory and create a bunch of weird stuff happening that drives mod Authors nuts with your bug reports because you are doing something different to 4000 other people using that mod. I could have spent days trying to track some bizzare script error logs one user sent me before I pointed out he was missing the FONV Sexout requirements in his Load Order then he said "they are all in the BashPatch.esp". Told him to delete it and reinstall seperately, problems all went away...............The only mods that can be safely bashed in FONV are unscripted simple clothing/weapon mods. If I want to merge something I use FO4Edit and do it manually. Maybe FO4 is different, but you better look through the scripts and check before doing so and don't bother reporting issues unless its happening in vanilla form. We are speaking about entirely different matter here. Bashed Patch merged leveled lists from mods. Skyrim does not do that. It overwrites them instead. ESPs that Wrye Bash disables are not merged to patch. They are patch files, where leveled content is included to ESP file and Wrye Bash disables those files from game as useless - thus freeing space for other ESP files. It does not disable mods that have other content than leveled list data and patch records. It does not merge ESP files, script data, textures or meshes. It merges leveled lists and patch data to one ESP file, so that they do not overwrite each other and installed content actually appears in the game. The guy saying that Sexout requirements were in Bashed Patch didn't knew what that file was doing. I think he had misunderstood what Bashed Patch does in a very bad way. FO4Merged merges keywords. It does not merge ESP files or script content either. I strongly recommend using both for Bethesda games. xEdit Merged ESP is the thing that we should be talking about. That one does merge ESP files to one and can cause issues in the game. I do not use one and I do not recommend anyone using it, unless they know what they are doing and which files they plan to merge together. This is the file that should not be used for scripted mods.
Surfblasted Posted May 7, 2017 Posted May 7, 2017 Putting all this about Wyre Bash to one side a moment... I was wrong about it working after manual install. The guns work perfectly - Leito's and Crazy's - which is what I based the 'it works now' on. However, the annimations don't start either in game or in the test cell. I've tried Fudge and Prostitution - which both trigger the dialogue options, but then the actors stand there, strapon equiped and fully clothed most of the time. I'm stuck with what to try next.
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