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Responded on the stripping issue on the other thread - most likely F4SE-related

 

Gender detection is also with the framework rather than this and I still never had this happen to me personally. Do you have the dildo, maybe? Because I never used the dildo. If it's the dildo that's causing it, might be worth reporting to DocClox on the Four-Play thread.

 

I'll add a messagebox in the next version to adjust the timeout

 

 

I'm new to the place, and I have to say, fantastic mod!

 

I'm also not seeing NPCs stripping. Can you point me to the other thread you mentioned?

 

Thanks!

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I'm new to the place, and I have to say, fantastic mod!

 

I'm also not seeing NPCs stripping. Can you point me to the other thread you mentioned?

 

Thanks!

 

 

There is a link to "Installation guide" in my signature. Check out the Papyrus logging and F4SE sections in it ( both in red text)

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Has anyone else encountered duplication of characters?  I entered the Museum of Freedom, shot up some raiders and went upstairs and there were Two Preston Garveys standing there.  Now two Caits or Pipers would be fine, but two Prestons is the stuff nightmares are made of ;)   I did see the message when I entered the museum about hearing people having sex.  Kind of think it might have been Mama Murphy and Preston doing it.  Is it because Preston has to talk to you when you arrive?  Didn't leave the museum to see if clone Garvey accompanies the group to Sanctuary.

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Has anyone else encountered duplication of characters?  I entered the Museum of Freedom, shot up some raiders and went upstairs and there were Two Preston Garveys standing there.  Now two Caits or Pipers would be fine, but two Prestons is the stuff nightmares are made of ;)   I did see the message when I entered the museum about hearing people having sex.  Kind of think it might have been Mama Murphy and Preston doing it.  Is it because Preston has to talk to you when you arrive?  Didn't leave the museum to see if clone Garvey accompanies the group to Sanctuary.

 

It's a weird bug with Four-Play framework itself due to Doc's test cells. He should fix it in the next version

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Damn, are we still getting multiple Prestons? I'd hoped that was a one off.

 

I'll check ClonePreston to make sure he's the duplicate and make sure that his package list is clear. Are there any other persistent offenders I should double-check?

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Has anyone else encountered duplication of characters?  I entered the Museum of Freedom, shot up some raiders and went upstairs and there were Two Preston Garveys standing there.  Now two Caits or Pipers would be fine, but two Prestons is the stuff nightmares are made of ;)   I did see the message when I entered the museum about hearing people having sex.  Kind of think it might have been Mama Murphy and Preston doing it.  Is it because Preston has to talk to you when you arrive?  Didn't leave the museum to see if clone Garvey accompanies the group to Sanctuary.

 

Confirmed, I saw an extra Preston Garvey as well. He accompanied the group to Sanctuary. However, talking to the original one only advances the questline.

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Has anyone else encountered duplication of characters?  I entered the Museum of Freedom, shot up some raiders and went upstairs and there were Two Preston Garveys standing there.  Now two Caits or Pipers would be fine, but two Prestons is the stuff nightmares are made of ;)   I did see the message when I entered the museum about hearing people having sex.  Kind of think it might have been Mama Murphy and Preston doing it.  Is it because Preston has to talk to you when you arrive?  Didn't leave the museum to see if clone Garvey accompanies the group to Sanctuary.

 

Confirmed, I saw an extra Preston Garvey as well. He accompanied the group to Sanctuary. However, talking to the original one only advances the questline.

 

 

We'll just need a double penetration animation then ...

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Damn, are we still getting multiple Prestons? I'd hoped that was a one off.

 

I'll check ClonePreston to make sure he's the duplicate and make sure that his package list is clear. Are there any other persistent offenders I should double-check?

 

Preston's the only one I've seen, but I started a new game for FourPlay so I'm just starting out.  With mods this early in development I kind of count on restarting characters a few times until things have stabilized.  Thought about killing the extra Preston but I figured that would provoke a fight with the entire group.  Don't have enough ammo yet to take on the whole group :(

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So I installed the Crazy animations originally. Until I found Leito's, which are friggin awesome.

 

I had them installed side by side at first, but it seemed like only the Crazys were working for Autonomy. Leito's do work when I use his gun, but not in Autonomy.

 

So I deleted Crazy's, and now I get no animations at all. The actors do strip, that was sorted out by adding the Debug information to the INI. 

 

So how do I ONLY use Leito's animations?

 

Thanks!

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So I installed the Crazy animations originally. Until I found Leito's, which are friggin awesome.

 

I had them installed side by side at first, but it seemed like only the Crazys were working for Autonomy. Leito's do work when I use his gun, but not in Autonomy.

 

So I deleted Crazy's, and now I get no animations at all. The actors do strip, that was sorted out by adding the Debug information to the INI. 

 

So how do I ONLY use Leito's animations?

 

Thanks!

 

You need the compatibility patch for Leito's animations. Follow the link to "Leito Patch" in my signature, download and follow the instructions

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You need the compatibility patch for Leito's animations. Follow the link to "Leito Patch" in my signature, download and follow the instructions

 

 

 I did that when I installed Leito's animations. Does the load order matter?

 

 

I had to load a save from before any four-play was installed got the four-play notification and then quick-saved, load the save and it works with leitos animations with sound

 

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The only other issue I'm having is that the animations rarely line up. The actors are often offset from one another. While this can, at times, be hilarious, I'd prefer it didn't happen. Is there a setting tweak?

 

It's a Four-Play framework issue, nothing can be done on my end.

 

Hey Vinfamy,

 

Doesn't your mod scan for NPCs in Settlements? After escorting Preston Garvey and his clone army to Sanctuary - I've not seen anyone get it on yet.

 

It scans for all npcs. They have to be relatively private though. NPCs will only fuck if they think they're not being seen by anyone

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I had this strange bug where suddenly, after an hour of gameplay on a new game, I couldn't fire any weapon or trigger melee. Reloading past saves surprisingly didn't help, which was very odd. Papyrus log showed:

[04/17/2017 - 09:16:51PM] error: Cannot unequip a None item
stack:
	[ (000A1AC7)].workshopnpcscript.UnequipItem() - "<native>" Line ?
	[dox_4play_q (F8002679)].four_play:main.dress_actor_f4se() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 907
	[dox_4play_q (F8002679)].four_play:main.StopCasterTarget() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 624
	[dox_4play_q (F8002679)].four_play:main.OnTimer() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 598

On a whim, I disabled Automatic Outfit Swapping, which also does a fair amount of scripted unequipping. I'm 3 hours into another new game, and haven't had any problems yet.

TL/DR: It's possible that 4P Autonomy (or 4P in general?) is allergic to Automatic Outfit Swapping.

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Just a suggestion, you may want to block npcs who are flying vertibirds (if possible). Its kind of.. well strange to suddenly be flying around without a pilot since the teleported away to go have sex with the raider you just flew over. And odder still when the teleport back and have their animation still playing but no partner as the stick out of the front of the vertibird

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I had this strange bug where suddenly, after an hour of gameplay on a new game, I couldn't fire any weapon or trigger melee. Reloading past saves surprisingly didn't help, which was very odd. Papyrus log showed:

[04/17/2017 - 09:16:51PM] error: Cannot unequip a None item
stack:
	[ (000A1AC7)].workshopnpcscript.UnequipItem() - "<native>" Line ?
	[dox_4play_q (F8002679)].four_play:main.dress_actor_f4se() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 907
	[dox_4play_q (F8002679)].four_play:main.StopCasterTarget() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 624
	[dox_4play_q (F8002679)].four_play:main.OnTimer() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 598

On a whim, I disabled Automatic Outfit Swapping, which also does a fair amount of scripted unequipping. I'm 3 hours into another new game, and haven't had any problems yet.

 

TL/DR: It's possible that 4P Autonomy (or 4P in general?) is allergic to Automatic Outfit Swapping.

 

That is odd. If the item is None, it should never get that far. Unless the thread is going latent at the Trace call and the automatic outfit swapper is removing the item. All the same,. the form shouldn't be null.

                if wi && wi.item && items.find(wi.item) == -1
                        f = wi.item

                        if (f as armor) == none && (f as weapon) == none
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is not a weapon or armor - skipping")
                        elseif f == vanilla_skin || f == raider_skin
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is skin - skipping")
                        elseif f.hasKeyword(no_strip)
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " has no_strip keyword - skipping")
                        else
                                Debug.Trace("4Play: strip_actor_f4se form = " + f)
                                a.unequipitem(f, false, true)
                                items.add(f)
                        endif
                endif

 

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That is odd. If the item is None, it should never get that far. Unless the thread is going latent at the Trace call and the automatic outfit swapper is removing the item. All the same,. the form shouldn't be null.

                if wi && wi.item && items.find(wi.item) == -1
                        f = wi.item

                        if (f as armor) == none && (f as weapon) == none
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is not a weapon or armor - skipping")
                        elseif f == vanilla_skin || f == raider_skin
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is skin - skipping")
                        elseif f.hasKeyword(no_strip)
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " has no_strip keyword - skipping")
                        else
                                Debug.Trace("4Play: strip_actor_f4se form = " + f)
                                a.unequipitem(f, false, true)
                                items.add(f)
                        endif
                endif

 

As I've never attempted Papyrus, it's quite possible that the following suggestion is absolutely useless. However in every other programming language I know, the hypotheses (blah==1) in conditional statements MUST be wrapped in parentheses, or unexpected and/or terrible things happen.

 

In other words, could it be that the above code should instead be ...

                if (wi && wi.item && items.find(wi.item) == -1)
                        f = wi.item

                        if ((f as armor) == none && (f as weapon) == none)
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is not a weapon or armor - skipping")
                        elseif (f == vanilla_skin || f == raider_skin)
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " is skin - skipping")
                        elseif (f.hasKeyword(no_strip))
                                Debug.Trace("4Play: strip_actor_f4se: form " + f + " has no_strip keyword - skipping")
                        else
                                Debug.Trace("4Play: strip_actor_f4se form = " + f)
                                a.unequipitem(f, false, true)
                                items.add(f)
                        endif
                endif

Again, I have zero knowledge about Papyrus, though a brief google search seems to corroborate.

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More possibly useless input:

if (f as armor) == none && (f as weapon) == none

Is none a valid state, like NULL in other languages? And is it case-sensitive? And more importantly, should it be ||, not &&?
(the comment is "is not a weapon or armor", but the condition evaluates weapon AND armor ... again, no idea what I'm talking about, just tossing out ideas).
 

Should this be ...

if ((f as armor) == "None" || (f as weapon) == "None")
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More possibly useless input:

if (f as armor) == none && (f as weapon) == none

Is none a valid state, like NULL in other languages? And is it case-sensitive? And more importantly, should it be ||, not &&?

(the comment is "is not a weapon or armor", but the condition evaluates weapon AND armor ... again, no idea what I'm talking about, just tossing out ideas).

 

Should this be ...

if ((f as armor) == "None" || (f as weapon) == "None")

 

What this needs to say is "If f is not a weapon and f is also not armour don't unequip this item". If it's not either armor or weaponry, I don't know what it is and I don't want to mess with it.

 

Your snippet says "if f is not a weapon, or instead, if f is not armour then don't unequip". So if you had a gun, it wouldn't be stripped because it wasn't wearable, and if you had a hat, it wouldn't be stripped since it wasn't a weapon.

 

Regarding the brackets, they're optional in Papyrus. Even Cipscis says so - putting the brackets in is just his personal preference.

 

You do need them sometimes if you're mixing && and || operators "A || B && C" means A || (B && C)" because the && binds more strongly. So if you really want to say "if C and one of A or B" then you need the brackets in: "(A || B) && C". Otherwise you can leave them out

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