Roggvir Posted May 6, 2018 Posted May 6, 2018 The 2_AAF - Compatibility Patches V1.4.7Z package has an error in ModuleConfig.xml, preventing installation of the DOF patch. It refers to folder "20 Dongs of Fallout Patch V1", while in fact the correct folder name is "20 Dongs of Fallout Patch V2". ...but my problem still persists. I uninstalled all non-essential mods, but the only change was that now the Home key doesnt do ANYTHING even if i keep mashing it. Still no debug output, nothing. Can someone provide a step-by-step installation guide based on their installation and set of mods?
DoctorZ Posted May 6, 2018 Posted May 6, 2018 4 hours ago, DoctorZ said: I think the aggressive NPC when a animation is started during CSA's bug is still a issue. I cannot test atm because I am away from my rig. Just tested and the NPCS goes berserk right after the animation start during CSA
VonHelton Posted May 6, 2018 Posted May 6, 2018 5 hours ago, Polistiro said: It's a WIP without dogs The dog animations are the important part, IMHO.......
VonHelton Posted May 6, 2018 Posted May 6, 2018 2 hours ago, Roggvir said: The 2_AAF - Compatibility Patches V1.4.7Z package has an error in ModuleConfig.xml, preventing installation of the DOF patch. It refers to folder "20 Dongs of Fallout Patch V1", while in fact the correct folder name is "20 Dongs of Fallout Patch V2". ...but my problem still persists. I uninstalled all non-essential mods, but the only change was that now the Home key doesnt do ANYTHING even if i keep mashing it. Still no debug output, nothing. Can someone provide a step-by-step installation guide based on their installation and set of mods? I don't use Dongs of Fallout for this very reason. I use nudesuits instead.
Guest Posted May 6, 2018 Posted May 6, 2018 20 minutes ago, DoctorZ said: Just tested and the NPCS goes berserk right after the animation start during CSA Thanks for this. To be clear, for my own knowledge, is the CSA rape scenario the ONLY place that you (or others) are noting this behavior? Or do other aspects, such as Abduction rapists, do the same thing? Once I start tackling the issue of RSE and AAF, I kind of want to have a whole picture so I know what exactly needs addressing, rather than doing it piecemeal and in chunks... it will make my work and your enjoyment of both mods all the better in this way. This request goes out to everyone, in general, not just DoctorZ.
Sagebrush61 Posted May 6, 2018 Posted May 6, 2018 30 minutes ago, Flashy (JoeR) said: Thanks for this. To be clear, for my own knowledge, is the CSA rape scenario the ONLY place that you (or others) are noting this behavior? Or do other aspects, such as Abduction rapists, do the same thing? Once I start tackling the issue of RSE and AAF, I kind of want to have a whole picture so I know what exactly needs addressing, rather than doing it piecemeal and in chunks... it will make my work and your enjoyment of both mods all the better in this way. This request goes out to everyone, in general, not just DoctorZ. I've noticed some oddities, may not be related to interaction with AAF. Woke up and had morning sex with a turret at Starlight Drive-in. This is something I thought you had fixed a long time ago, had to go into construction mode to put the turret back where it belonged after sex. Second thing, was assaulted by a supermutant, somebody killed him mid-coitus and player character controls were locked at end of sex animation, had to re-load previous save. Final, the pacification timer is not respecting MCM settings. I have it set for max which is 120 seconds I believe, have sex scenes set to 60 seconds, before a CSA rape ends, all formerly hostile NPC's in the area (surrendered and pacified by my auto-surrender) go hostile again and start shooting me.
dagobaking Posted May 6, 2018 Author Posted May 6, 2018 6 hours ago, Polistiro said: I don't know why when i'm switching between non human animations only female animation is changing. They working separately. It is a known issue? I also made with CGI help patches that make "crazy gun" and "four play crazy animation" working with AAF. It's a WIP without dogs but i'm editing xml to work with, i'm just encountering the above small problem. See p24 & 25 (direct access to crazy mods in yellow) I'll have to test that combination of things to see what is going on. Can you send me the exact links for everything needed to set it up? Ideally, make a download page for it all with notes, etc.? 3 hours ago, Roggvir said: The 2_AAF - Compatibility Patches V1.4.7Z package has an error in ModuleConfig.xml, preventing installation of the DOF patch. It refers to folder "20 Dongs of Fallout Patch V1", while in fact the correct folder name is "20 Dongs of Fallout Patch V2". ...but my problem still persists. I uninstalled all non-essential mods, but the only change was that now the Home key doesnt do ANYTHING even if i keep mashing it. Still no debug output, nothing. Can someone provide a step-by-step installation guide based on their installation and set of mods? @CGi If the debug window doesn't appear then the mod doesn't seem to be loading at all or is breaking at the very first steps which would suggest something to do with game version, F4SE or LLFP version. What language of install is it? Is it the latest, updated from steam, etc.? Newest F4SE? 51 minutes ago, Flashy (JoeR) said: Thanks for this. To be clear, for my own knowledge, is the CSA rape scenario the ONLY place that you (or others) are noting this behavior? Or do other aspects, such as Abduction rapists, do the same thing? Once I start tackling the issue of RSE and AAF, I kind of want to have a whole picture so I know what exactly needs addressing, rather than doing it piecemeal and in chunks... it will make my work and your enjoyment of both mods all the better in this way. This request goes out to everyone, in general, not just DoctorZ. Thank you Flashy. Really appreciate you taking a look at this. I can't give great information about the symptoms as I'm spending all my time in the code rather than testing in game. Hopefully, others can fill in there. Based on feedback, it sounds like NPCs becoming hostile at the wrong time remains an issue. But, other reports of scenes not starting, AI breaking after animation, etc. seem to have stopped. I am going to be away from my dev environment for about a week. But, I can check in and answer questions occasionally and will dive back into the code when I get back.
dagobaking Posted May 6, 2018 Author Posted May 6, 2018 1 hour ago, Flashy (JoeR) said: This request goes out to everyone, in general, not just DoctorZ. Some additional notes from my testing that might be relevant: I re-worked the travel and wait packages so that NPCs have a large stack of quests to use (each individual uses a separate quest). And the player has a separate travel and wait quest with slightly different flags set. For the players quest, I have selected "Aggro Radius" while that is turned off for NPC. I think that this is related to the bug. But, the problem is that if I turn "Aggro Radius" on for the player quest/package, then the NPC AI gets broken after the animation is over (they become zombies that don't react to being attacked, just punching them is typically a good test unless they are an NPC that doesnt retaliate anyway). Apparently, using SetPlayerAIDriven to control the PC with Aggro Radius turned off causes problems. I tested that extensively. But, it is still possible that switching the order of some of those function calls could prevent that? OR, maybe if the timing of function calls can be adjusted, the changes will happen in a way that doesn't overlap badly with what RSE is trying to do. I'm sure that there is a way to fix.
Roggvir Posted May 7, 2018 Posted May 7, 2018 28 minutes ago, dagobaking said: If the debug window doesn't appear then the mod doesn't seem to be loading at all or is breaking at the very first steps which would suggest something to do with game version, F4SE or LLFP version. What language of install is it? Is it the latest, updated from steam, etc.? Newest F4SE? Yes, everything is the latest. English FO4 1.10.82, LLFP v17-20180405 (as included in the AAF installation package), F4SE 0.6.7. I reinstalled everything from scratch several times, but the issue persists, which leads me to believe there could be something wrong with the setup instructions - could it be missing some important piece? Did anyone actually maanged to get it working, following the installation instructions on the mod page? (i find it suspicious that the mod page hints at existence of some other non-fomod download somewhere, but doesnt provide any links - so maybe i am just downloading some broken version from here, while everyone else is using some other source?)
dagobaking Posted May 7, 2018 Author Posted May 7, 2018 16 minutes ago, Roggvir said: Yes, everything is the latest. English FO4 1.10.82, LLFP v17-20180405 (as included in the AAF installation package), F4SE 0.6.7. I reinstalled everything from scratch several times, but the issue persists, which leads me to believe there could be something wrong with the setup instructions - could it be missing some important piece? Did anyone actually maanged to get it working, following the installation instructions on the mod page? (i find it suspicious that the mod page hints at existence of some other non-fomod download somewhere, but doesnt provide any links - so maybe i am just downloading some broken version from here, while everyone else is using some other source?) The reference to non-FOMOD file instructions is from when I was posting the files without a FOMOD. But, CGi has helped to post with a FOMOD consistently. So, I will update the instructions to avoid confusion. I think that everyone is seeing the same instructions as you. It seems like many people are able to get it working. Have you tried installing it just by itself? Basically with just F4SE. No compatibility patch, no DOF, etc. If that doesn't work we then have to look at your game files, ini, etc.
Roggvir Posted May 7, 2018 Posted May 7, 2018 1 hour ago, dagobaking said: Have you tried installing it just by itself? Basically with just F4SE. No compatibility patch, no DOF, etc. If that doesn't work we then have to look at your game files, ini, etc. Tried it just now. - New, 100% clean latest game installation with latest F4SE. - Installed only the AAF v48 Alpha, and FO4 Animations by Leito v1.4b - Started new game, went through the whole Sanctuary+Vault111 intro - When back at Sanctuary, after killing the insects with Codsworth, i used "player.placeatme 20593" to spawn some settler. - Home key does not do anything, no debug output, no error logs (apart from the usual Beth bugs), AAF_MainQuest is running (i noticed its input layer variable is None - is that ok?) EDIT: if i crouch, i see this: Note the green text - it appears/disappears after pressing Home key (so it does something), and only while crouching. Is that part of the debug?
Guest Posted May 7, 2018 Posted May 7, 2018 2 hours ago, Sagebrush61 said: I've noticed some oddities, may not be related to interaction with AAF. Woke up and had morning sex with a turret at Starlight Drive-in. This is something I thought you had fixed a long time ago, had to go into construction mode to put the turret back where it belonged after sex. Second thing, was assaulted by a supermutant, somebody killed him mid-coitus and player character controls were locked at end of sex animation, had to re-load previous save. Final, the pacification timer is not respecting MCM settings. I have it set for max which is 120 seconds I believe, have sex scenes set to 60 seconds, before a CSA rape ends, all formerly hostile NPC's in the area (surrendered and pacified by my auto-surrender) go hostile again and start shooting me. Yep, turrets were fixed for certain things like Shenanigans and Hookers. I will certainly recheck the untamed ardor and sexual frustration calls to ensure the anti-turret fix is in place for those functions as well. The mid-coitus death is not something that is readily fixable though since monitoring the life-state of the rapists is not something that is done in realtime, nor is it something that is possible to do in a way that natively connects to the CSAScript so that surrender/rape mechanics can be shut down. Ive tried my best on that - best suggestion is to use one of the two mechanism I embedded in RSE to revert out of a locked up CSA. Try to open the pipboy and put on the CSA Reset Ring (which you need to craft in the chemlab) or hold down your ACTIVATE key/button for 5 seconds and then release it, which will immediately reset the entire CSAScript and unlock all controls. The timer for pacification is not the problem - somehow the packaging of the NPCs is being broken between AAF and RSE and the pacification is being removed. I have this one on a high priority to check and fix as soon as possible. 1 hour ago, dagobaking said: Some additional notes from my testing that might be relevant: I re-worked the travel and wait packages so that NPCs have a large stack of quests to use (each individual uses a separate quest). And the player has a separate travel and wait quest with slightly different flags set. For the players quest, I have selected "Aggro Radius" while that is turned off for NPC. I think that this is related to the bug. But, the problem is that if I turn "Aggro Radius" on for the player quest/package, then the NPC AI gets broken after the animation is over (they become zombies that don't react to being attacked, just punching them is typically a good test unless they are an NPC that doesnt retaliate anyway). Apparently, using SetPlayerAIDriven to control the PC with Aggro Radius turned off causes problems. I tested that extensively. But, it is still possible that switching the order of some of those function calls could prevent that? OR, maybe if the timing of function calls can be adjusted, the changes will happen in a way that doesn't overlap badly with what RSE is trying to do. I'm sure that there is a way to fix. I'm confident I can get to the meat of it and get a fix method worked out - to be honest and upfront, it may imply some code to be natively added to RSE and AAF and if so, I will privately send any changes I make to your source to you so you can have it tested by your test group (provided they are RSE users as well).
Xper000 Posted May 7, 2018 Posted May 7, 2018 I actually had the exact same problem as Roggvir. The debug screen loaded for me and stuck, it said it was loaded but it obviously wasn't the home didn't bring up the wizard. It simply brought the nearest male to me, stripped us and the npc walked away nekkid. I even tried manually installing which somehow broke my mcm and NMM helpfully won't reinstall it, so I am now in the act of switching to mod organizer. I also had all the latest requirements and the fomod said it installed correctly. I haven't figured out what I did wrong, but Ill try again with MO
dagobaking Posted May 7, 2018 Author Posted May 7, 2018 32 minutes ago, Roggvir said: Tried it just now. - New, 100% clean latest game installation with latest F4SE. - Installed only the AAF v48 Alpha, and FO4 Animations by Leito v1.4b - Started new game, went through the whole Sanctuary+Vault111 intro - When back at Sanctuary, after killing the insects with Codsworth, i used "player.placeatme 20593" to spawn some settler. - Home key does not do anything, no debug output, no error logs (apart from the usual Beth bugs), AAF_MainQuest is running (i noticed its input layer variable is None - is that ok?) EDIT: if i crouch, i see this: Note the green text - it appears/disappears after pressing Home key (so it does something), and only while crouching. Is that part of the debug? Good eye for catching this and thank you for posting the screenshot. This does appear to be a very good hint. What you are seeing is part of the wizard. So, the mod is actually installed and working. It's just not visible for some reason. I also notice that you have changed the color of your UI. And presumably you may have made other UI adjustments. Can you try resetting your vanilla UI settings back to defaults? Regular green and not sure what else you can change. See if that makes the wizard visible. 10 minutes ago, Flashy (JoeR) said: I'm confident I can get to the meat of it and get a fix method worked out - to be honest and upfront, it may imply some code to be natively added to RSE and AAF and if so, I will privately send any changes I make to your source to you so you can have it tested by your test group (provided they are RSE users as well). Sounds good. Technically, I think you will have everything you need to test revisions related to this. The source for the Papyrus is there and esp of course. I don't think that adjustments in the Flash will be needed.
Guest Posted May 7, 2018 Posted May 7, 2018 1 minute ago, dagobaking said: Sounds good. Technically, I think you will have everything you need to test revisions related to this. The source for the Papyrus is there and esp of course. I don't think that adjustments in the Flash will be needed. I agree - its most definitely something in the esp themselves or in the scripting. Ive just now DLd and extracted v48, so will use that as a basis for my research and testing.
dagobaking Posted May 7, 2018 Author Posted May 7, 2018 49 minutes ago, Roggvir said: Note the green text - it appears/disappears after pressing Home key (so it does something), and only while crouching. Is that part of the debug? I just tested this and turning the crosshair off causes the problem. Try turning that back on to confirm this was it for you. I'm adding this to the requirements immediately and will see if I can find a workaround for it later.
Roggvir Posted May 7, 2018 Posted May 7, 2018 14 minutes ago, dagobaking said: I just tested this and turning the crosshair off causes the problem. Try turning that back on to confirm this was it for you. I'm adding this to the requirements immediately and will see if I can find a workaround for it later. Yep, turning the crosshair back ON fixed it. I can see the wizard now, and everything seems to be working (i can select the NPC, player, and start animations). EDIT: for the sake of completeness, i should probably mention i can now also see the debug on the left side of the screen.
dagobaking Posted May 7, 2018 Author Posted May 7, 2018 9 minutes ago, Roggvir said: Yep, turning the crosshair back ON fixed it. I can see the wizard now, and everything seems to be working (i can select the NPC, player, and start animations). EDIT: for the sake of completeness, i should probably mention i can now also see the debug on the left side of the screen. Yes. The entire UI is "embedded" within the layer that the crosshair is on. So, if that gets turned off. So, does the AAF UI. I didn't even know that setting existed. You can turn debug back off by switching the settings xml debug_mode back to false.
Roggvir Posted May 7, 2018 Posted May 7, 2018 11 minutes ago, dagobaking said: Yes. The entire UI is "embedded" within the layer that the crosshair is on. So, if that gets turned off. So, does the AAF UI. I didn't even know that setting existed. You can turn debug back off by switching the settings xml debug_mode back to false. Haha, i cannot imagine not knowing about it, i despise the crosshair. And i am amazed that noone had this problem before - surely i am not the only one not using the crosshair, or maybe i am? :-D Anyway, i understand its not a high priority, but it would be great if you could find a way around it (hmm, or maybe i could see if i can get rid of the crosshair some other way - maybe editing the swf, annoying as that would be, its better than having to live with the crosshair).
dagobaking Posted May 7, 2018 Author Posted May 7, 2018 17 minutes ago, Roggvir said: Haha, i cannot imagine not knowing about it, i despise the crosshair. And i am amazed that noone had this problem before - surely i am not the only one not using the crosshair, or maybe i am? :-D Anyway, i understand its not a high priority, but it would be great if you could find a way around it (hmm, or maybe i could see if i can get rid of the crosshair some other way - maybe editing the swf, annoying as that would be, its better than having to live with the crosshair). I think that others have had this same problem. But, not until your screenshot was anyone able to figure out the cause. I am looking into ways to adjust to allow turning cross-hair off/on. But, it might be a week or so before I can implement.
VonHelton Posted May 7, 2018 Posted May 7, 2018 Might want to make sure it supports ultra wide screens........I have one, and I bet there are others as well.
ignotum_virum Posted May 7, 2018 Posted May 7, 2018 Hi. Is it possible to use the furniture through "QuickScene". All xml configured. In the wizard, you can choose this furniture. When calling a "QuickScene" with an argument - preventFurniture = true, the furniture is not being used.
Polistiro Posted May 7, 2018 Posted May 7, 2018 17 hours ago, VonHelton said: The dog animations are the important part, IMHO....... Done, i need to test before release. 16 hours ago, dagobaking said: I'll have to test that combination of things to see what is going on. Can you send me the exact links for everything needed to set it up? Ideally, make a download page for it all with notes, etc.? Non human was not released yet. Needed mods are in yellow near mods links. You are right a download page is needed.
CGi Posted May 7, 2018 Posted May 7, 2018 7 minutes ago, moddyguy said: just wondering if RSE and AAF works somewhat? I dont mind buggy issues, as long as animations can be triggered. AAF + RSE works for the most part.
CGi Posted May 7, 2018 Posted May 7, 2018 41 minutes ago, moddyguy said: I seem to not yet got over the install. so far, sex them up call triggers fade to black, then 2 actors standing doing nothing. tried directly using home button to trigger a pair of actors, still just standing. so i must have missed an installation step somewhere. all the requirements are installed, and i have leito esp active. dongs of fallout Dongs of Fallout_ignotumvirum_edition.rar tested works with each command. Did you install the compatibility patches?
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