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Posted

Got a CTD after loading JB 67. 

 

[02/01/2019 - 09:52:54PM] error: Array index 4 is out of range (0-1)
stack:
    [JBSexEventsQuest (6F0EACAD)].jb:jbsexeventsquestscript.::remote_AAF:AAF_API_OnAAFReady() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\JB\JBSexEventsQuestScript.psc" Line 406

 

Not sure what's causing it. Using AAF 55, and a fresh install with MO2. I know AAF has a newer pre-release of 56, but there's a fix coming for a known issue with it. In the meantime, anything I can do to resolve this? 

Posted
8 hours ago, WandererZero said:

Got a CTD after loading JB 67. 

 

[02/01/2019 - 09:52:54PM] error: Array index 4 is out of range (0-1)
stack:
    [JBSexEventsQuest (6F0EACAD)].jb:jbsexeventsquestscript.::remote_AAF:AAF_API_OnAAFReady() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\JB\JBSexEventsQuestScript.psc" Line 406

 

Not sure what's causing it. Using AAF 55, and a fresh install with MO2. I know AAF has a newer pre-release of 56, but there's a fix coming for a known issue with it. In the meantime, anything I can do to resolve this? 

Yes, due to the fact that the AAF as of version 53b, in the event OnAAFReady more there is no element with index 4.

Replace the script on the one in the archive.

 

for_AAF_above_version_52b.rar

Posted

I used this mod in the past. Never had any issue with it at all. Stopped playing FO4 for awhile and just came back to it. I deleted everything, including the game, just to start with a fresh clean slate, due to all the updates of mods i missed and game updated messing with them. Neither here nor there.

 

I just installed the newest Just Business and all the prerequisites. Clean start, everything loaded fine, all the pop ups for instillation in game came up and MCM menus all working fine. Assigning hunter keys and all that are there and working fine. I can go into hunter mode and capture slaves. No issues there. My issue is the dialog options...

 

After taking a slave, I only have basic talk, relax, stay inventory options. I have no options to send them home like before, they wont stop following me if I ask them to stay and I fast travel. Am I doing something wrong or am I missing something? I tried to reinstall JB and all the prereq's and a new game start. Same deal. Not sure if there is a problem with something or a problem with me lol. 

 

To help, some of my dialog options are blank spaces. Like this example of #2. You can click the option, but it does nothing...

1.Question

2.

3.Inventory

4. Follow

 

So, with no option to send them home to a settlement; I cannot assign them to tasks and they wont stop following me lol.

 

Edit. P.S. After i make them a slave, they don't give the dialogue i used to have with my character saying "put this collar on" etc., Might help with my issue resolution.

 

EDIT 2 (FIX). So, I use Vortex and figured out my issue if any one else is still having it. I saw in a few posts people were having the same issue I was. XDI will NOT work properly if you are using Vortex as it does not overwrite the Vanilla DialogSFW. You need to go to your Data/interface and locate the dialogSFW and delete it, then XDI and Just Business will work properly. Hope I helped out a few people having the issue (if any one else is still is).

Posted

This may be a bit off topic... but as I was testing Raider's Pet....  an offshoot or quest of this mod could be the player is enslaved, maybe with real handcuffs, and sold at auction house...for a times event with maybe stages of completion. 

 

Just an idea....

 

John

Posted

Got a little issue: 

 

So, I got myself another slave and got him to follow me around. After some time I noticed that he disappeared somehow. Entering/ exiting buildings does not seem to make him spawn next to me like a regular follower (I'm playing on survival so I don't fast travel).

 

Normally I would just find a terminal, load the holotape and teleport him to myself, but because I have around 30 slaves by now, the latest ones do not display in the list anymore (you can only view 2 pages on a terminal).

 

That was one of the special named raiders, so it would suck to lose him and I don't really feel like loading an old save from 2-3 hours of gameplay ago. Does anyone know how to refresh/ return the slave?

Posted
7 hours ago, Apap said:

Got a little issue: 

 

So, I got myself another slave and got him to follow me around. After some time I noticed that he disappeared somehow. Entering/ exiting buildings does not seem to make him spawn next to me like a regular follower (I'm playing on survival so I don't fast travel).

 

Normally I would just find a terminal, load the holotape and teleport him to myself, but because I have around 30 slaves by now, the latest ones do not display in the list anymore (you can only view 2 pages on a terminal).

 

That was one of the special named raiders, so it would suck to lose him and I don't really feel like loading an old save from 2-3 hours of gameplay ago. Does anyone know how to refresh/ return the slave?

This might be a vanilla bug.  I remember Piper going missing on me for hours of game-play around Dunwich Borers.  She finally appeared in a Vault 88 elevator (No where near where I last saw her).  Had the same thing happen with Curie/robot too.

Posted
8 hours ago, Apap said:

Got a little issue: 

 

So, I got myself another slave and got him to follow me around. After some time I noticed that he disappeared somehow. Entering/ exiting buildings does not seem to make him spawn next to me like a regular follower (I'm playing on survival so I don't fast travel).

 

Normally I would just find a terminal, load the holotape and teleport him to myself, but because I have around 30 slaves by now, the latest ones do not display in the list anymore (you can only view 2 pages on a terminal).

 

That was one of the special named raiders, so it would suck to lose him and I don't really feel like loading an old save from 2-3 hours of gameplay ago. Does anyone know how to refresh/ return the slave?

In my main game there are about 90 slaves, but nothing like this happened.

You can try to load the save where this slave was with you, open the console and click on it to find out its RefID. Then load the save where it disappeared, open the console and type "player.moveto RefID"(without quotes) to find out where it is now.

But, as I wrote, I such did not happen, so it's hard to say what happened, if I can't reproduce your error.

Posted
On 2/8/2019 at 7:00 AM, Yazour said:

This might be a vanilla bug.  I remember Piper going missing on me for hours of game-play around Dunwich Borers.  She finally appeared in a Vault 88 elevator (No where near where I last saw her).  Had the same thing happen with Curie/robot too.

I'll give it a shot with the elevator ride, maybe it will work for me too. Thanks for the tip!

On 2/8/2019 at 7:51 AM, ignotum_virum said:

In my main game there are about 90 slaves, but nothing like this happened.

You can try to load the save where this slave was with you, open the console and click on it to find out its RefID. Then load the save where it disappeared, open the console and type "player.moveto RefID"(without quotes) to find out where it is now.

But, as I wrote, I such did not happen, so it's hard to say what happened, if I can't reproduce your error.

The issue actually happened on the same save as when I caught him so I'm not sure I will be able to do the RefID trick. On the other hand, when the slave is captured, do they have the same RefID as the NPC you marked? If so, I could probably look up the unique raider on the Fallout wiki and get his RefID from there. 

On another note, would it be possible to expand the slave lists on the controler holotape in one of the future updates, so that you could view more than just 2 pages? Tracking and management would be much easier, especially for peeps who had captured more than 20.

 

-EDIT: I just updated JB to the latest version and it seems it was fixed and the list is not limited to just few pages anymore. Thanks, Ignotum! :)

Thanks!

Posted

So I have been using this mod for a bit, and I had read somewhere in the forum that you can sell the slaves to the raider bosses in Nuka World, but it would be nice to have some confirmation about that , since I have got to Nuka World, marked a slave for sale, and tried to speak with Nisha, one of the bosses.

Posted
On ‎2‎/‎7‎/‎2019 at 5:18 PM, Apap said:

Got a little issue: 

 

So, I got myself another slave and got him to follow me around. After some time I noticed that he disappeared somehow. Entering/ exiting buildings does not seem to make him spawn next to me like a regular follower (I'm playing on survival so I don't fast travel).

 

Normally I would just find a terminal, load the holotape and teleport him to myself, but because I have around 30 slaves by now, the latest ones do not display in the list anymore (you can only view 2 pages on a terminal).

 

That was one of the special named raiders, so it would suck to lose him and I don't really feel like loading an old save from 2-3 hours of gameplay ago. Does anyone know how to refresh/ return the slave?

I had slaves vanish on me too, hes invisible but should still be near you and still following you, go to a settlement, enter build mode, move your mouse around you, if your mouse passes over him you'll see a green outline of him, if this happens, exit build mode pass the mouse over him again, you'll get speech options , make him stay then scroll the options list to reset slave, he should reappear to the right side of you...for some reason they always pop over to the right.   I've  done this a few times  usually when changing their appearance, they just fade away.

Posted
12 hours ago, Hogz50 said:

I had slaves vanish on me too, hes invisible but should still be near you and still following you, go to a settlement, enter build mode, move your mouse around you, if your mouse passes over him you'll see a green outline of him, if this happens, exit build mode pass the mouse over him again, you'll get speech options , make him stay then scroll the options list to reset slave, he should reappear to the right side of you.

Another option: Go to a terminal that you own, pop in your slave control tape, select the slave by name and then "move" them to you.  They'll teleport right next to you and usually pause for a few seconds before wandering away again.  Makes finding them easier, and doesn't need build mode (since they're already in speech range when they arrive).

Posted
3 hours ago, Froggy said:

Another option: Go to a terminal that you own, pop in your slave control tape, select the slave by name and then "move" them to you.  They'll teleport right next to you and usually pause for a few seconds before wandering away again.  Makes finding them easier, and doesn't need build mode (since they're already in speech range when they arrive).

What prevented me from doing so was that I could view only 2 pages of the slave list via terminals. However it seems this has been resolved in one of the latest JB updates, so that should be the go-to option in case a slave disappears again.

Posted

Okay, took the time to get the mod working and it's worth it.  Only thing I'd like to do is figure out how to make it recognize an additional race (CaN Pony) to be able to enslave.  I can target, down, and interact with them, but when it comes time to collar them I get the message  "Error: Race not compatible."  I noticed this post a while back:

On 10/6/2018 at 7:27 AM, ignotum_virum said:

Anyone can be enslaved now. Need using FO4Edit to remove in the conditions of the perk "JBHuntingPerk" - keyword ActorTypeNPC. For creatures not expedited fortune "bleedout", after the fall of the health, need through console to garner - "stopcombat". But it's not very realistic, for each race needs its dialogues and more, but free time I don't have many.

I tried removing the ActorTypeNPC keyword condition, but that removed the ability to mark targets and still did not allow me to collar the NPC.  Is this a change due to updates, or is there something that would need to be added to make this work?

Posted
37 minutes ago, Dogscar said:

I tried removing the ActorTypeNPC keyword condition, but that removed the ability to mark targets and still did not allow me to collar the NPC.  Is this a change due to updates, or is there something that would need to be added to make this work?

This method was relevant only for the version below 0.6.7.

Posted

I've pieced that together, I was wondering what currently prevents it from working.  I dug through and found the condition that returns the error message, only to be stumped by the fact that I don't know what I'm looking at.  Does it reply with the error if the character hasn't had the actorTypeNpc keyword applied to it by the game, or is the race not being picked up by another script that assigns further Data to the NPC?  I've been digging through script and guides trying to figure this out, but I just don't know enough to know what exactly I'm looking at.

I thought it might be a matter of keywords being removed by the race change, but the Race still has both ActorTypeNpc and ActorTypeHuman, so I'm not sure what it's getting snagged on.

Posted
9 minutes ago, Dogscar said:

I've pieced that together, I was wondering what currently prevents it from working.  I dug through and found the condition that returns the error message, only to be stumped by the fact that I don't know what I'm looking at.  Does it reply with the error if the character hasn't had the actorTypeNpc keyword applied to it by the game, or is the race not being picked up by another script that assigns further Data to the NPC?  I've been digging through script and guides trying to figure this out, but I just don't know enough to know what exactly I'm looking at.

I thought it might be a matter of keywords being removed by the race change, but the Race still has both ActorTypeNpc and ActorTypeHuman, so I'm not sure what it's getting snagged on.

Currently, only vanilla races are supported: Humans, ghouls(not wild), super mutants, and synths (gen 1 and 2)

Posted

Ok, so I got another thing going:

 

Certain NPCs bug out when I try to change the appearance using the built-in SLM feature after enslaving (accessed via dialogue):

 

- First scenario: doesn't work at all. The UI for showlooksmenu pops up, but any changes made in it are not reflected on the character (hair style, color, presets etc.). Sometimes (not always) this can be bypassed by telling the slave to stand still, then opening the console, marking the slave for RefID and then manually typing the SLM command + RefID (I can't say for sure in which instances this alternative way works as it seems to be random most often than not).

 

- Second scenario: the SLM feature in the dialogue seems to work (changes in appearance are reflected in the character model), but once you accept all the changes and the UI for SLM closes, the slave's appearance bugs out. So far, I observed 3 types of bugging out:

  • Crash to desktop
  • The slave turns invisible
  • Part of the slave (usually hair) becomes "hooked" in one point in space and drags wherever the slave goes, creating a stretched texture between the said point and the slave

I can confirm this happens to at least 3 different NPC groups:

  • Non-hostile Brotherhood of Steel members (random encounter patrols)
  • Non-hostile 3rd gen synths (met via synth rescue radiant quests)
  • Non-hostile random encounter settlers (sometimes you find a group of 3 settlers or so getting attacked by the mechanist's robots or other generic enemies)

I should probably mention that in each case I enslaved them just via dialogue (when you're in the hunter mode and talk to a non-hostile NPC, they react as if they were in the bleed-out state and the enslavement option dialogue pops up - not sure if that is intentional or if it's a bug in itself), and not by shooting them down first.

 

Anyone has any ideas what's up with that?

 

Thanks!

Posted
8 hours ago, Apap said:

Ok, so I got another thing going:

 

 Certain NPCs bug out when I try to change the appearance using the built-in SLM feature after enslaving (accessed via dialogue):

 

- First scenario: doesn't work at all. The UI for showlooksmenu pops up, but any changes made in it are not reflected on the character (hair style, color, presets etc.). Sometimes (not always) this can be bypassed by telling the slave to stand still, then opening the console, marking the slave for RefID and then manually typing the SLM command + RefID (I can't say for sure in which instances this alternative way works as it seems to be random most often than not).

 

- Second scenario: the SLM feature in the dialogue seems to work (changes in appearance are reflected in the character model), but once you accept all the changes and the UI for SLM closes, the slave's appearance bugs out. So far, I observed 3 types of bugging out:

  • Crash to desktop
  • The slave turns invisible
  • Part of the slave (usually hair) becomes "hooked" in one point in space and drags wherever the slave goes, creating a stretched texture between the said point and the slave

I can confirm this happens to at least 3 different NPC groups:

  • Non-hostile Brotherhood of Steel members (random encounter patrols)
  • Non-hostile 3rd gen synths (met via synth rescue radiant quests)
  • Non-hostile random encounter settlers (sometimes you find a group of 3 settlers or so getting attacked by the mechanist's robots or other generic enemies)

I should probably mention that in each case I enslaved them just via dialogue (when you're in the hunter mode and talk to a non-hostile NPC, they react as if they were in the bleed-out state and the enslavement option dialogue pops up - not sure if that is intentional or if it's a bug in itself), and not by shooting them down first.

 

Anyone has any ideas what's up with that?

 

Thanks!

These 3 types of errors indicate that the appearance of the actor is based on a template (another ActorBase). The game engine does not allow you to change the appearance of such characters.

Example:

2019-02-15_11-54-53.png.5eede8775bd9e8029016be0acf0b9d65.png

Posted

I was wondering what version of Just business work with AAF 0.49 ? i tried the latest 0.5++ but i seem to have some kind of stuck screen so AAF do not initialize on my system.

Posted

Hi ignotum_virum

 

First of all, thanks for the mod! ?

 

While working on Real Handcuffs, I noted that tied-up slaves are sometimes trying to sit on furniture and do other things that they should not be able to do. The reason for this is that some of the Just Business packages have max priority (i.e. the quest has priority 100) and the game chooses these packages over mine.

 

Would you be open to do something to allow my mod (and other mods!) to temporarily overwrite your packages? I see multiple way to implement that:

  1.  Reduce priority of your quests/packages such that other mods can overwrite them if they want. Simple but maybe there are good reasons that you are using max priority (i.e. you want Just Bussines to keep in control of slaves in all situations).
  2.  Add a keyword (e.g. JBNoPackage) and add a condition to all your packages, only applying the package if the NPC does not have the keyword. This allows other mods to put that keyword on NPCs to temporarily turn off your packages. I am using the same approach in Real Handcuffs, there is a keyword RH_NoPackage and all my packages check for it in the conditions.
  3. Add a keyword (e.g. JBTiedUp) and a second set of packages with different behavior (e.g. no sandboxing, ignore combat), and then set up conditions to choose one or the other set of packages. That is much more work but it would allow other mods to mark slaves as tied up while allowing Just Business to continue controlling them.

Or feel free to suggest any other approach. Thanks!

Posted

One more compatibility request.

 

My scripts that try to prevent removing of the handcuffs interfere with your TransferOfEquipment function - the sourceActor.UnequipAll() function does not unequip them (because the original is still alive*), and in the end the clone ends up with two copies of the handcuffs. Could you please mark NPCs that are being cloned to allow other mods to recognize this situation? E.g. have a another keyword and add it to them in CreateClone, or even link the original to the clone using a keyword.

 

I am sorry for bothering you with requests. Both of our mods do stuff that the game was not exactly designed for, and compatibility can be hard.

 

* Killing the original before transferring equipment to the clone would solve the problem in a more generic way, but I assume that there are good reasons that you structured your code the way it is.

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