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I also have the popup and I did update. Probably part of the previous script is still running and a "fresh" save is required to clean up the papyrus VM state.

 

Tried that, uninstalled everything, made a clean save, double checked to make sure every FP mod was current, made a clean save, exited to desktop.  started back up, headed to my main brothel, Made Marcy my go to girl again.   First customer she has the pop up appears again.  Customer has ED as well.  

 

the only things I added was the newest F4SE and the newst FP patch.   its either in the Patch, F4se or some new conflict with a non FP mod.  maybe even another FP mod since I noticed that at least on the description page for diongs it was still calling for the Leitos animation loader mod.  

 

edit (Dongs description page calls for the load but clicking on the link takes you to the FP patch page.  that ought to be changed at some point for people like me who keep copies of old mods and multiple version who might read that and just reinstall from a file on the PC instead of clicking on the link)

 

 

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I installed the latest version last night

 

 

 

Hi all, I'm having the animations not found error as well. 

 

Are you sure it's the latest version you're using? As In 2.5.1? Because I removed the entire popup from 2.5.1, so I don't know how it can still show up.

 

I also have 2.5.1 and got the popup.  I did the debug reload animations thing as well. I also verified I have all 3 animation packs installed.  I havent had it happen when using my own character, but when autonomy kicks off somewhere in the area.

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just ran another test, got the pop up again, went into MCM reload only leito's instead of all three.   this time the animations played, no ED but a pop up asking to use a bed appeared for the NPC's.   When I get back from fishing I will try loading leitos and just one of crazy's animation packages and see how that works out.  

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noticed some thing odd while testing... occasionally when hitting e to talk to a settler the use nearby bed yes, no, for npcs box shows up.  then it showed up again when going to use a sim settlement workbench then the no animations box appeared when a settler tried to start a conversation with me. 

 

Will dig further and see if it occurs with other interactions and of what type.  almost seems like a script got corrupted or overwritten somewhere. 

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I installed the latest version last night

 

 

 

Hi all, I'm having the animations not found error as well. 

 

Are you sure it's the latest version you're using? As In 2.5.1? Because I removed the entire popup from 2.5.1, so I don't know how it can still show up.

 

I also have 2.5.1 and got the popup.  I did the debug reload animations thing as well. I also verified I have all 3 animation packs installed.  I havent had it happen when using my own character, but when autonomy kicks off somewhere in the area.

 

I have the same thing.

In this case, the actors in the brothel begin to disappear and appear outside the house. At the same time, a message appears: one or more actors are already occupied ...

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I have found what appears to be a bug. With only Fourplay installed, but using the esp from this patch, when starting a new game, the opening scene in the bathroom where the fog clears and Nate gives the classic line, "War Never Changes", the fog does not clear, the Nate line never happens and the whole system seems to freeze. Not a huge issue as I can just untick the Fourplay plugin and retick it after the initial start but i thought I would let you know.

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Just got to test the new versions of some of the FP mods, everything is coming together now, good job !

 

But i have a suggestion : 

 

when a performance is triggered ( in this case with violate ) and one of the actors dies right before the performance starts,

the "no animations" pop up is shown but the performance starts nontheless with just animating the living actor.

Therefor i propose to add a check for dead actors and cancel or not to start the performance if a dead actor is passed to the FP function.

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I have found what appears to be a bug. With only Fourplay installed, but using the esp from this patch, when starting a new game, the opening scene in the bathroom where the fog clears and Nate gives the classic line, "War Never Changes", the fog does not clear, the Nate line never happens and the whole system seems to freeze. Not a huge issue as I can just untick the Fourplay plugin and retick it after the initial start but i thought I would let you know.

 

Mods causing problems during the start of a game has been a tradition starting with fall out 3, then skyrim with an encore in FNV.   It's not all mods, but some.  I've made it a habit not to activate mods till after the initial starts of games.  

 

 

found something interesting while testing to figure out what the problem might be.   Decided to delete the entire four play system and reinstall again.   booted up to make a clean save and the prostitute safe is still in the bordello along with the hookers and johns then lo and behold the pop up about not finding any animations reload and debug in the MCM appears.  

 

the only thing still active was diverse bodies.

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I'm taking down Violate and Community Patch TEMPORARILY. Something very serious has been brought to my attention and I need to seek Ashal's and others' advices about it. 

 

Please restrain from messaging me to ask for copies of the mods via PM. We'll try to discuss this and hopefully I can reupload the mods soon.

 

(Just to prevent speculation: yes, I'm taking the mods down for the same reason DocClox took Four-Play down back in late April. Only this time, unfortunately, it's not done as a precaution, but a very large website for 'those contents' has actually been hard at work)

 

Apologies for any convenience. Hopefully, we'll make a decision within a few days.

 

Vinfamy

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I hope the issue can be resolved as quick-fully and as painlessly as possible, and I am willing to help if need be.

 

I would also like to be PM'd if my mods need to be removed as well.

 

Don't worry about it. ag12 and myself are taking our mods down voluntarily, we're not being asked to by Ashal.

 

As far as I'm aware , "they" haven't  touched your mods specifically yet (but I suspect that with how large that website is and at the rate they are working, they will eventually). However, they have managed to remove 'the barrier' from Four-Play itself, the old Four-Lei and the Community Patch so I don't know if Sex Em Up has a 'barrier' of its own or not ...

 

I wanted to add you to the conversation initially but LoversLab's message function only allows 6 recipients and the modders directly affected + Ashal already take up 6.

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Okay vinfamy, i hope you and the other soon find a way.

I am pretty new here, and have no idea what happen in April and who the "others" are. But you do what you think is best, and we cross our fingers and hope your mods soon are up again.

Thanks for the work you and the others do, we are many there enjoy all the work you put into this

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I haven't been around here in a while and only a few days ago started messing around with Four Play, so I had to go to the main Fore Play download thread to understand what was happening.  Unfortunately now that I know what's happening I don't think much can be done to stop them.  There's only three options I can see:  

1) Remove the mods and stop publishing updates.  

2) Add in new safety measures to stop them from changing the mod.  

3) Move on but make it clear that you don't support people doing that with your mod and you're not responsible for these people's actions.  

One and three are the easiest, but neither will stop them.  Two is the only option that would really affect them, but it would take a lot of time and effort, and in the end they would still find a way around the blocks.  None of the options are good.

 

It's a tough decision.  Hopefully everyone finds a solution that they feel comfortable with.

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then maybe if you release it again dont the release the source code with it. this will make it more difficult for these groups to edit your mods.

 

You dont really need the Script source code, you can easily disassemble a compiled script to get the source code.

 

Isn´t it possible to put the race checks or blocks into the F4SE plugin ? that should be a lot harder to reach for those people.

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then maybe if you release it again dont the release the source code with it. this will make it more difficult for these groups to edit your mods.

 

You dont really need the Script source code, you can easily disassemble a compiled script to get the source code.

 

Isn´t it possible to put the race checks or blocks into the F4SE plugin ? that should be a lot harder to reach for those people.

 

 

It sounds quite impossible to me prevent malicious patching of child race. If they will be prevented from patching fourplay they will go and patch the child mods. The only way i see (forgive me if i am wrong, i am casual programmer;) create some kind of "race framework"  and check its integrity (md5 sums) and loadorder (not being overriden) using F4SE.

 

But maybe is it easier just modify license and perform legal steps. After all mods are designed to be overriden by design...

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Oh jesus christ.

Now I get it.

 

If this is what is happening then I guess speaking with Ashal is the best recourse. I vaguely remember that it was a skeleton block that allowed skyrim to avoid this problem. I am guessing Fallout 4 does not require the same kind of support skyrim needed to enable animations and as a result we have this current problem.

The only solution I can think of is the nuclear option.

Make it so foreplay cannot work unless it has custom skeletons made on LL which of course only supports the beasts and adult humans. But this does mean a lot of work on some people that have already spent a lot of time with current skeletons.

 

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I have no info on what "those contents' are as I was not around when DocClox as active, but I can guess. For what it's worth, I don't believe you should limit yourself or your creative ideas simply because of what someone else might do or is doing which you have no control over. I would add a clause to the usage agreement strictly prohibiting those contents which you do not want your work used for. This allows you to distance your work and yourself from content you do not agree with and gives you legal recourse if you should choose to follow that path.

I would absolutely hate to see you stop development of a rather good mod set as a result of the actions of other persons.

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