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[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Thanks for the report, sounds like I still got some work to do on it. It was a lot simpler originally I just broke it down into a bunch of parts to add fail safes and debug traces to it. I'm not sure why I locked the possible events that way. I must have done it for testing purposes to test the additional events and never opened it back up. I guess it should be RandomInt(1, EventList). The fact that the aliases don't get reset even by a manual quest reset is also strange, as that hiccup would not be due to any real time code issues. The quest stops and starts on its own a lot, so it failing once should not prevent it from just shutting down and starting again in the future. I agree with your assessment regarding the stop/start of the quest to refill the aliases is failing at some point. I run a very light mod list at the moment, but I imagine if u are running 200+ mods the script load could result in the quest failing to restart in a timely manner. There is another issue where if you are in the middle of an approach scene, and another approach attempts to happen, it will refill the current scene alias thus breaking the current scene. I assumed this didn't matter to much, as it would just end the scene, but it may be permanently breaking the quest alias' in some way preventing them from filling again. I have two more options to try. Pausing the timer until the current approach actor has been dealt with. Option 2, Decoupling the alias resetting from the approach quest itself by making a dummy quest script for that purpose. Gonna be a bit before I can get around to trying those solutions though. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
I did make a lot of optimizations to the approach script across a few micro patches so it may or may not have been on your end, but either way thanks for the update! Also thanks for the fusion girl patch. I will happily give it a test and add it as an additional optional patch. Really appreciate your work on that! -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
It is. I'll tweak it in the next update. Thanks for the feedback on that. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
I probably just put them backwards in the AAF call. I'll take a look and fix it. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
You can find bodyslide files at this link. There's even a link to physics enabled versions of the outfits near the bottom of the main post. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Thanks for the report. I'll need to add her to their faction after she gets converted. Thanks for the additional report on that. I think they are placed in the editor in a weird spot so sometimes they randomly don't initialize. I'll fix that. As for the rat bounty quest I'm pretty sure that never had a quest marker. I've just started including them going forward due to people complaining and requesting them. A few more minor fixes added to the main download. - removed bad info in CK for chief miner and science officer to prevent them from failing to initialize sometimes - added Vicky to parasite faction after converting her - adjusted positioning of drunk guy animation in approach event - improved orange slime approach events - Included more approach script adjustments -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Thank you for the clue. I'll have to dig into that event when I have some more time. Hopefully between what I find there and the fixes I've already done the issue will be resolved. Although it might still end up requiring a new save for the changes to take effect. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Do you at least have the quest in your quest log? I'm not sure why they didn't show up for you, but you can try to use console commands if you want. First you will need to get the chief miner and chief science officer ID's. To do this use the Console command "sqv bctgoldcitysecurity" You will have to page up and down to find the chief miner, and chief science officer ID's. They will be a string of 8 numbers. First do the console command "xxxxxxx.Enable" (replacing the x's with their ID's). You will then have to move them to you with the console command "xxxxxxxx.MoveTo Player" Thanks for testing. I've been unable to reproduce the issue myself, and its possible the changes I've made require a new save to work. Fallout 4 is different than skyrim in that scripts can be changed and take effect mid save, but if the approach script is actively running and not closing out, then the changes might not actually be able to take effect. I'm out of things to try though, and being unable to reproduce it on my end makes it hard to fight. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Can you try going inside and back outside and seeing if you get an approach. Unless you already tried that. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
I'm having trouble fixing this one because I can't figure out the cause. Would you mind trying this fix? There is no limit to the number of approaches. BarbPatch.7z -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
You should have a quest marker. He should be in the room behind you after accepting the quest. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Glad you've enjoyed it Guess you'll just have to rawdog it 😅 -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
No. XDI wouldn't affect it I'm pretty sure. Since your save is after where the script changes the variable the patch doesn't help you either. Console commands should fix it. This is the console command you need to use. "Set BCTOverseerStageCounter to 3" -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
Ya. It's just a big file which can be an issue for some people depending on their internet plans. The patch is so they don't have to re-download a 500 mb file to fix the approach issue. -
[Beta] Barbarous Continent
DæmonEyes replied to DæmonEyes's topic in Downloads - Advanced Animation Framework
The patch was just for the approach script. The main download file is the one that got all the other little fixes as well. I think you mentioned not being a native English speaker, which I would say is the more likely culprit for misunderstandings 😅. I didn't think I needed a patch to fix that dialogue, as the console command should have solved it pretty simply.