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Posted

So I just started modding Fallout 4 and so far so good with every mod I've installed, but I am having a weird problem with this one. People will approach my character but when I submit they walk away and it takes a good 60 seconds or so for the scene to start. Immediately after talking to them i'll see AAF in the top right corner of the game which i assume it is loading the animation because it quickly disappears and then while waiting for the scene to start I wont be able to change from first person to third person nor drawn my weapon until the scene eventually starts. Any ideas?

Posted
3 hours ago, Snowdragon55 said:

So I just started modding Fallout 4 and so far so good with every mod I've installed, but I am having a weird problem with this one. People will approach my character but when I submit they walk away and it takes a good 60 seconds or so for the scene to start. Immediately after talking to them i'll see AAF in the top right corner of the game which i assume it is loading the animation because it quickly disappears and then while waiting for the scene to start I wont be able to change from first person to third person nor drawn my weapon until the scene eventually starts. Any ideas?

That seems to be normal AAF action with the time factor, varied. I have had delays of 5 seconds to 45 seconds before animation starts. NPC will walk away and then come back whenever. Sometimes I have moved on when I get a black screen starting animations. Always starts so I have taken to waiting it out. I usually have motion with my character as well as inventory control, etc. What I do if having issues, disable suspect mod ,then see what happens in game. Trial and error always works better than reacting and half assing fixes. Most seem to believe the number of animation packs cause the delay, and it is this delay that causes most folks to report that their animations are not working, but they do, eventually. 

Posted

The issue here is propably with gathering phase? The animation starts when actors get into position or when specific timer expires, 90 seconds by default. I have the same issue, NPC goes about to do their own thing instead of doing my character.

You don't need to reinstall the whole AAF setup if you're willing to overlook this issue of NPCs, as there's an easy workaround. When your in-game AAF menu is open (HOME key by default), press PAGE UP to skip the gathering phase and start the animation. You can also edit AAF settings by going into data/aaf/settings.ini and going all the way down to the walk timeout timer and changing 90 to something like 30.

 

It's not that issue if your AAF menu doesn't show anything regarding actors and current animation settings.

Posted
On 6/3/2019 at 11:20 AM, DatBoy said:

The issue here is propably with gathering phase? The animation starts when actors get into position or when specific timer expires, 90 seconds by default. I have the same issue, NPC goes about to do their own thing instead of doing my character.

You don't need to reinstall the whole AAF setup if you're willing to overlook this issue of NPCs, as there's an easy workaround. When your in-game AAF menu is open (HOME key by default), press PAGE UP to skip the gathering phase and start the animation. You can also edit AAF settings by going into data/aaf/settings.ini and going all the way down to the walk timeout timer and changing 90 to something like 30.

 

It's not that issue if your AAF menu doesn't show anything regarding actors and current animation settings.

I could give you a big wet kiss? for your tip. Changing the walk timeout timer to 30 so far has fixed the delay issue. Why has the idea not been offered from anyone else, anywhere? Is this a secret no no that should not be out there? Would like to help others by sharing this but would not want you to get in trouble.

  • 4 weeks later...
Posted

Im having an issue where the animations don't run.  I can debug forcing an approach but nothing happens after that.  Animations work with the rest of of my AAF mods.

Posted
9 hours ago, dan0477 said:

Im having an issue where the animations don't run.  I can debug forcing an approach but nothing happens after that.  Animations work with the rest of of my AAF mods.

I'm having the same issue but the harassment doesn't even happen unless i do the debug option.  And i have it so i have the highest chance.

  • 2 weeks later...
Posted

the entire mod seems to be working great and im enjoying it so far, but the only thing that doesn't work for me is the actual animations. ill go through the whole dialogue and even submit but the moment the dialogue is over the npc just walks away. i believe its because i dont have apt installed since the author removed it, are there any apt alternatives or solutions to this problem?

Posted
7 hours ago, shepherd_29 said:

the entire mod seems to be working great and im enjoying it so far, but the only thing that doesn't work for me is the actual animations. ill go through the whole dialogue and even submit but the moment the dialogue is over the npc just walks away. i believe its because i dont have apt installed since the author removed it, are there any apt alternatives or solutions to this problem?

APT has been replaced by AAF Themes. You should probably install the ones for vanilla and kinky/aggressive.

Posted

When i try to access the options in MCM, it says it is missing the plugin 1. FP_SexualHarassment.esp. The .esp file is located in my fallout4/data folder, i have no clue on how to fix this! 

Posted
35 minutes ago, Xiiro said:

When i try to access the options in MCM, it says it is missing the plugin 1. FP_SexualHarassment.esp. The .esp file is located in my fallout4/data folder, i have no clue on how to fix this! 

Plugin needs activated in your mod manager. 

Posted
8 minutes ago, MrCruelJohn said:

Plugin needs activated in your mod manager. 

omg i feel so stupid right now, thanks!!!

Posted
5 hours ago, Tanglin said:

APT has been replaced by AAF Themes. You should probably install the ones for vanilla and kinky/aggressive.

i cant find any other themes aside from vanilla animations and standard sex animations, where is the kinky/agressive theme?

Posted
2 hours ago, shepherd_29 said:

i cant find any other themes aside from vanilla animations and standard sex animations, where is the kinky/agressive theme?

 

It's one file that has Vanilla, Kinky/Aggressive, and Creature. You pick the ones you want when you install it.

 

 

Posted

youve already been a massive help by showing this to me and i greatly appreciate it. but im still having the issue where after a confrontation the npc just walks away. is it bad if im using the nexus mod manager? ive checked the box for mod manager support on any applicable mods. 

 

also is there a way i can just show you a log or file or something that shows you what mods i have installed and what the problem is?

Posted
3 hours ago, shepherd_29 said:

youve already been a massive help by showing this to me and i greatly appreciate it. but im still having the issue where after a confrontation the npc just walks away. is it bad if im using the nexus mod manager? ive checked the box for mod manager support on any applicable mods. 

 

also is there a way i can just show you a log or file or something that shows you what mods i have installed and what the problem is?

Sorry, I don't know anything about reading logs. But post them anyway, just in case someone else might be able to help you.

 

In the mean time, there are some basic things to check:

 

Let's begin with - Are you able to start an animation through the AAF Wizard by pressing the Home key?

 

If yes, then what animations have you installed?

  • 2 weeks later...
Posted

What keywords or factions (like if i was editing a different mod in FO4edit) would I need to give a companion or follower to make sure that when your mod looks for "companions"  it hits my modded companion?

 

Mandatory tags to give to CC?

mandatory tags to take away from CC?

 

In short, 

How to make a custom companion into a harrasement compatable DoM companion..

  • 2 weeks later...
Posted

error: Cannot call GetValueInt() on a None object, aborting function call
stack:
    [FPSH_Player (CF000F99)].FPSH:FPSH_Main.isDomApproachRolled() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 856
    [FPSH_Player (CF000F99)].FPSH:FPSH_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 255
    [FPSH_Player (CF000F99)].FPSH:FPSH_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 167

 

anyone seen this in there papyrus log.

I just started getting it, also seems like sex harassment not working in game.

Also getting issue with random shenanigans, but I know that's not this thread.

Posted
17 hours ago, darkon74slayer said:

 

anyone seen this in there papyrus log.

I just started getting it, also seems like sex harassment not working in game.

Also getting issue with random shenanigans, but I know that's not this thread

Nothing wrong with Sexual Harrassment. I cant say for certain what your issues are but Sexual Harrassment is flawless for me. I run it with all Flashy's mods with no issues. When something has worked but suddenly does not anymore you have to look for what has changed. If you look through all the posts of people having problems in the threads here, the overwhelming majority of those people use MO2. I have read where with some mods, MO2 creates duplicate files muddling up the installation. That is more than likely where your problem lies.

Posted
55 minutes ago, Olmech said:

Nothing wrong with Sexual Harrassment. I cant say for certain what your issues are but Sexual Harrassment is flawless for me. I run it with all Flashy's mods with no issues. When something has worked but suddenly does not anymore you have to look for what has changed. If you look through all the posts of people having problems in the threads here, the overwhelming majority of those people use MO2. I have read where with some mods, MO2 creates duplicate files muddling up the installation. That is more than likely where your problem lies.

It doesn't really duplicate files it runs the game in a virtual folder making it so that the data folder in the game folder never gets the mods stuck in it.

Posted
2 hours ago, darkon74slayer said:

t doesn't really duplicate files it runs the game in a virtual folder making it so that the data folder in the game folder never gets the mods stuck in it.

I cant say because I do not use MO2 but I installed everything perfectly with Vortex. Not one hiccup. Read through most of the problems across the various threads and youll notice a pattern. MO2. I use all the RSE mods, Sexual Harrassment, Family Planning, Needs 2 and have all but Crazy's two animation packs installed. I didnt have to go back and fix anything. It worked perfectly, no errors. Are you using the guide for install by An3k?

Posted
11 hours ago, Olmech said:

I cant say because I do not use MO2 but I installed everything perfectly with Vortex. Not one hiccup. Read through most of the problems across the various threads and youll notice a pattern. MO2. I use all the RSE mods, Sexual Harrassment, Family Planning, Needs 2 and have all but Crazy's two animation packs installed. I didnt have to go back and fix anything. It worked perfectly, no errors. Are you using the guide for install by An3k?

A lot of that is PEBCAK. MO2 will only do what you tell it to do, no more, no less.

Also as dark mentioned, it links the enabled mods folders to FO4 when launched via MO2, so for all the game knows, they're exactly where they would be if installed manually.


@darkon74slayer Curious, do you happen to have the CK installed?
Either way, you're probably better off posting the entire log file [drag and drop, insert into post], as there's likely lines at the top or all through the log that would be helpful to narrow down issues or conflicts.

I assume there's a line near the start of the log with something along the lines of:
 

 Cannot open store for class "FourPlay_SexualHarassment", missing file?

[a guess with the name]

 

If so, it couldn't find the script/function reference it needed, thus something wasn't run on initialisation, thus issues.

  • 2 weeks later...

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