peculiaris Posted April 7, 2017 Posted April 7, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7?
Guest Posted April 7, 2017 Posted April 7, 2017 i can confirm using survival options quick safe or save game object when making a clean save will cause FP not strip npc or raiders .need to use exit save so when updating FP or any ad dons you need to uninstall all of them .open game do an exit save if in survival mode then install new version FP and addon mods .open game with exit safe make sure slots are louded then you can use quick safe or safe game objects of survival options .loud the quicksafe and whala .
TheGeekyDead Posted April 7, 2017 Posted April 7, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7? Maybe take advantage of the erect and flaccid mod, and make it a dependency.
peculiaris Posted April 7, 2017 Posted April 7, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7? Maybe take advantage of the erect and flaccid mod, and make it a dependency. Is there such a mod already?
TheGeekyDead Posted April 7, 2017 Posted April 7, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7? Maybe take advantage of the erect and flaccid mod, and make it a dependency. Is there such a mod already? I use Penis Envy 0.6 - medium flaccid, but what i meant is maybe include a mod like it to swap around when it strips the npc. There are some all ready created, just integrate it. idk.
peculiaris Posted April 7, 2017 Posted April 7, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7? Maybe take advantage of the erect and flaccid mod, and make it a dependency. Is there such a mod already? I use Penis Envy 0.6 - medium flaccid, but what i meant is maybe include a mod like it to swap around when it strips the npc. There are some all ready created, just integrate it. idk. We need that, because dudes walking around with permanent boners is pretty weird.
The True Violet Kitten Posted April 8, 2017 Posted April 8, 2017 I seem to be having an inconsistant issue. For both, version 0.0.4 & 0.0.4a the stripping was not working, but after manually installing F4SE, the stripping began working fine, but today I have installed 0.0.5 and the first time I tried it out, both my pc and the npc stripped, but no one redressed after the scene, and the next 2 times I tried, no one undressed at all. Animations work fine, but the stripping & undressing is inconsistant at best. I have installed all of the requirements for this mod, and I have manually installed F4SE. I also begin the game through the F4SE executable file.
MeJimmy Posted April 8, 2017 Posted April 8, 2017 Noticed something strange that may be related to this mod. Started a new playthrough and at the musuem there were two Preston's. The "real" Preston and one that stood next to him but could not be engaged in dialogue. Went to Bunker Hill and saw Deb - well all four of them. The real Deb behind the counter and three other Deb's standing in front of her counter. Could not converse with the doplegangers but could with real Deb. The reason I think it might somehow be related to the mod is I seem to recall discussion of the test cell with Preston and Deb. Did they somehow "escape" and now appear in the game world?
DocClox Posted April 8, 2017 Author Posted April 8, 2017 Are there any plans to make it so that I'm not stuck using the evb erect mesh 24/7? There are indeed. I seem to be having an inconsistant issue. For both, version 0.0.4 & 0.0.4a the stripping was not working, but after manually installing F4SE, the stripping began working fine, but today I have installed 0.0.5 and the first time I tried it out, both my pc and the npc stripped, but no one redressed after the scene, and the next 2 times I tried, no one undressed at all. Animations work fine, but the stripping & undressing is inconsistant at best. I have installed all of the requirements for this mod, and I have manually installed F4SE. I also begin the game through the F4SE executable file. Most strange. Any chance of a log flle? Or relevant portions thereof? Noticed something strange that may be related to this mod. Started a new playthrough and at the musuem there were two Preston's. The "real" Preston and one that stood next to him but could not be engaged in dialogue. Went to Bunker Hill and saw Deb - well all four of them. The real Deb behind the counter and three other Deb's standing in front of her counter. Could not converse with the doplegangers but could with real Deb. The reason I think it might somehow be related to the mod is I seem to recall discussion of the test cell with Preston and Deb. Did they somehow "escape" and now appear in the game world? It sounds like my doing. The test cell actors are (or should be) duplicates of the actors - the Preston in the cell is dox_Preston_test rather than just Preston so he shouldn't get pulled in ... but maybe he has package I forgot to clear. I'll check.
The True Violet Kitten Posted April 8, 2017 Posted April 8, 2017 Most strange. Any chance of a log flle? Or relevant portions thereof? Sure thing. I started the game up again, and had a clothed sex scene then immediately quit, so the stuff on the bottom is all Four-Play related. https://mega.nz/#!AVMnkQ7K!Wn4_VEWBwendJZ7ebHGCl1h919IML7rfO-RQiPXcekY I'm not sure if it is important, but I used Four-Play Prostitution to begin the scene.
DocClox Posted April 8, 2017 Author Posted April 8, 2017 Noticed something strange that may be related to this mod. Started a new playthrough and at the musuem there were two Preston's. The "real" Preston and one that stood next to him but could not be engaged in dialogue. Went to Bunker Hill and saw Deb - well all four of them. The real Deb behind the counter and three other Deb's standing in front of her counter. Could not converse with the doplegangers but could with real Deb. The reason I think it might somehow be related to the mod is I seem to recall discussion of the test cell with Preston and Deb. Did they somehow "escape" and now appear in the game world? OK. I loaded a Vault 111 save, toggled map markers and god mode and jumped to Concord. Had way too much fun casually murdering raiders - only one Preston. Fast travelled to Bunker Hill. Told what's-her-name that I was a raider (she didn't bat an eyelid) and then went to trade. Only one Deb. So I thought maybe it only kicks in on actual new characters. So new dude, repeat, same outcome. I think it's just a glitch, albeit an annoying one. I'll double check the test cell anyway. Meanwhile, feel free to disable the non-talking Presons and Debs. Most strange. Any chance of a log flle? Or relevant portions thereof? Sure thing. I started the game up again, and had a clothed sex scene then immediately quit, so the stuff on the bottom is all Four-Play related. https://mega.nz/#!AVMnkQ7K!Wn4_VEWBwendJZ7ebHGCl1h919IML7rfO-RQiPXcekY I'm not sure if it is important, but I used Four-Play Prostitution to begin the scene. OK, this is weird. I know what is happening, but damned if I know why. Let me explain. The problem I had was that I need to store a list of clothing items for each actor I strip. Now Papyrus doesn't let me make arrays of arrays,so I can't do that. But I can place an item in the world and keep its reference, and I can have arrays of references. So I attached a script to a placeable item, and I keep a list of item refs, one for each each actor. I used a wig item for the object, but it could have been anything. Now, in order to place the item in the world, I need a marker to place the item at. In this case, it's in a disconnected room in the test cell. This is relevant because: [04/08/2017 - 12:50:23AM] error: Cannot call PlaceAtMe() on a None object, aborting function call stack: [dox_4play_q (8D002679)].four_play:Main.add_actor() - "<unknown file>" Line ? That's telling me that the marker where all my datawigs should go isn't set. So because it's not set, I can't place any wigs, can't store any clothing lists and the animation aborts. OK, way more detail than you ever wanted to know, I know Anyway, the problem is that I have no idea why this is happening. In Skyrim, if I set a property in the editor, I could rely on it staying set.. The only think I can think of is that I removed an unused property from the script - so maybe the save thinks the prop is still there and is trying to load everything into the wrong slot. That'd be an engine bug, but it wouldn't be the first time. TL;DR: That's really weird. Try a clean save and see if it works after that.
The True Violet Kitten Posted April 8, 2017 Posted April 8, 2017 TL;DR: That's really weird. Try a clean save and see if it works after that. I loaded a save that I created before I ever downloaded Four-Play, and I still have the same problem. Edit: I also have some screenshots if you'd like to see them: https://mega.nz/#F!MYFX2baY!amCVW48rXmDXLchJdVz-gA
tptjr Posted April 8, 2017 Posted April 8, 2017 I've been tinkering with this for a while to try to get it working, with varying degrees of success. All of a sudden it just started working perfectly. Then I noticed Place Everywhere stopped working. So I looked into that, and it just needed to be updated, Easy. Back in the game, stripping stopped working. Just an observation. Maybe someone has an idea why this is? Hmm... interesting. I have Place Everywhere as well, although I've not updated since I started work on Four-Play. I can try updating that tonight. It is a F4SE plugin, so if it has buffer overflows or something of that nature, it could mess up the rest of F4SE. That's good - that's something to go on After everything I've done to try to get this working, I decided to do the one thing I knew couldn't possibly do anything to make mods work. Yeah, I enabled papyrus. And this mod, along with all other F4SE related mods seem to be working now, with the exception of Crazy's guns, but I can live without them. So for all of you pulling out your hair trying to get this to work- Enable Papyrus in your .ini.
DocClox Posted April 8, 2017 Author Posted April 8, 2017 TL;DR: That's really weird. Try a clean save and see if it works after that. I loaded a save that I created before I ever downloaded Four-Play, and I still have the same problem. Edit: I also have some screenshots if you'd like to see them: https://mega.nz/#F!MYFX2baY!amCVW48rXmDXLchJdVz-gA Well, beats the hell out of me. I know why it's not working, but no idea how to fix it. I wonder...
DocClox Posted April 8, 2017 Author Posted April 8, 2017 I loaded a save that I created before I ever downloaded Four-Play, and I still have the same problem. Tell ya what - try opening the console and typing sqv dox_4play_q See if the quest is running and then page up and see what the wig_mark property is set to. I'm going to try and add a reset option to the test cell terminal, maybe fix the problem for anyone else who gets it.
The True Violet Kitten Posted April 8, 2017 Posted April 8, 2017 Tell ya what - try opening the console and typing sqv dox_4play_q See if the quest is running and then page up and see what the wig_mark property is set to. I'm going to try and add a reset option to the test cell terminal, maybe fix the problem for anyone else who gets it. Sure thing. The quest is enabled, running at stage 0 and wig_mark = none Here are some screenshots of all of the variables on the list. I hope this helps. https://mega.nz/#F!FA9jHYaT!g9ftN2no0JhzAYSp0n99gg
mjmcooke Posted April 8, 2017 Posted April 8, 2017 @DocClox i edited my last post i not understand i activate/enable line 0 to 1 "papyrus" in fallout4.ini to make a log file and animations and stripping all works bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 This! I had tried everything else to get stripping to work, reinstalling 4play, reinstalling F4SE, making sure I had the F4SE scripts installed, nothing worked, no stripping. This one little change to the ini and boom! Everyone strips and redressed.
DocClox Posted April 8, 2017 Author Posted April 8, 2017 Here are some screenshots of all of the variables on the list. I hope this helps. https://mega.nz/#F!FA9jHYaT!g9ftN2no0JhzAYSp0n99gg It does. You've not got the datawig form set either. I'm writing a function that reads the forms for both from the esp and sets the properties programatically. Let's see if that works. @DocClox i edited my last post i not understand i activate/enable line 0 to 1 "papyrus" in fallout4.ini to make a log file and animations and stripping all works bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 This! I had tried everything else to get stripping to work, reinstalling 4play, reinstalling F4SE, making sure I had the F4SE scripts installed, nothing worked, no stripping. This one little change to the ini and boom! Everyone strips and redressed. That is really weird. All I can think of is that enabling logging moves things around in memory and changes the locations that F4SE has to access. and presumably the dev hasn't noticed since they always test with debug enabled - as do I thinking about it.
DocClox Posted April 8, 2017 Author Posted April 8, 2017 OK - 0.0.5b is up. This one doesn't do much - just adds an admin submenu to the "go home" terminal. If you're having issues with stripping and you've tried everything else, select the "reset system" option from that terminal. The mod will then try and load the forms for the datawig and the wig placement marker and find the nearest (and only) wig marker in the test cell. The search uses the player as the centre point for the search, do don't exit the cell until the function tells you that it has succeeded or failed. The True Violet Kitten - this one is for you!
Claysson2 Posted April 8, 2017 Posted April 8, 2017 OK - 0.0.5b is up. This one doesn't do much - just adds an admin submenu to the "go home" terminal. If you're having issues with stripping and you've tried everything else, select the "reset system" option from that terminal. The mod will then try and load the forms for the datawig and the wig placement marker and find the nearest (and only) wig marker in the test cell. The search uses the player as the centre point for the search, do don't exit the cell until the function tells you that it has succeeded or failed. The True Violet Kitten - this one is for you! So, all version .0.0.5b does is provide a FP reset option similar to the reset option in Sexlab? Or maybe a FP framework reload. You could only use this function while in the Test cell.
DocClox Posted April 8, 2017 Author Posted April 8, 2017 So, all version .0.0.5b does is provide a FP reset option similar to the reset option in Sexlab? Or maybe a FP framework reload. You could only use this function while in the Test cell. Exactly. Currently it just fixes those two properties. I'll probably add more to it as things progress. You can only use it in the test cell because I'm looking for the marker relative to the player, because the player is guaranteed to be loaded and I can get the player ref with game.getplayer(). If properties are clearing themselves for no good reason, there isn't really any item in the cell I can use as an origin. So the player has to be there. I may think of a better way of doing it in due course. I should have Vioxsis' strapons loading shortly as well. It doesn't look like I'll get to loading animations today. It's been one thing after another all day
MeJimmy Posted April 8, 2017 Posted April 8, 2017 @DocClox i edited my last post i not understand i activate/enable line 0 to 1 "papyrus" in fallout4.ini to make a log file and animations and stripping all works bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 This! I had tried everything else to get stripping to work, reinstalling 4play, reinstalling F4SE, making sure I had the F4SE scripts installed, nothing worked, no stripping. This one little change to the ini and boom! Everyone strips and redressed. Same here. I was skeptical that it would do the trick but was amazed that it did.
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