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Nverjos

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  1. Sorry guys and gals that I haven't been updating/responding. I've been in and out the hospital for weeks with my sister and her cancer treatments and have had zero time to work on this at all. I promise I'll be getting back to it soon, just bear with me, things should return to normal for me soon. The timing of my release for the alpha version of this mod was just bad timing on my part. @Odessa, thank you for the extensive code testing/debugging while I've been away, and thanks for answering the questions in the thread.
  2. I'll have an update up tomorrow night that "should" fix the random combat rape CTD's, I've been using it for about 6 hours now with no crashes, still getting the ctd's on glowing ones though, so not sure there, may just leave them off completely, sort of like a glowing one is to far gone to care about raping you or not. Centaurs are still crashing too... not even sure if they have animations to begin with now that I think about it, I'll have to look. But Mutants are fixed. @Schendel3074 - Do you have BrutalRapers and this mod active at the same time, if so this one will show up in the menu, but will not work at all. I set it up so this mod shuts off completely if it detects brutal rapers running.
  3. For those having the CTD issues, be patient, I clearly stated this was a beta and to not use it on a main game your playing, use Brutal Rapers for now in your main playthrough as Zippy has a stable version of that up. I'm working on fixes, tweaks and additions and putting them through the ringer personally in my own little semi-playthrough. Things are just taking me longer now that summer is here and my kids are out of school and doing alot of traveling to right now with the family and a sister going through cancer treatment who just moved in with me. I'm not giving up on the mod, but my time is very limited for the next few weeks (I've had maybe 3 hours to work on this in the past week) so please be patient, I appreciate everyone helping to test the BETA version here. You can help speed up the process by posting exactly when and where the CTD's are happening and if you can reproduce them. What mod settings were enabled, where were you, who was it with, was it the first/second/third time in that area, did it work the first and not the second visit and so on. I may not be able to respond much on the forums (currently 200 miles away from home and my pc), but I do check in on my phone quite often and have my laptop here with the mod/scripts to work on them (unfortunately my laptop cant handle FONV so I can't test my changes till I get home)
  4. I'll have an update that should fix the CTD's people been experiencing up tomorrow or the day after. Been busy with the kiddo's and getting ready to go on vacation with my eldest for awhile before she moves to japan. Tracking down the CTD's has been a pain, and I'm not 100% positive that the mojave one is fixed cause I can't reproduce the original crash myself.
  5. @BioBioticSwarm Looking at your jpg there I see the problem. The SexAssault.esp is renamed to SexAssault(1).esp. MCM looks for specific names in this case its looking for SexAssault.esp and only that. Should never rename mods. @iLat1 There is a cooldown period for npc's its 30 minutes real time, and npc's go on cooldown semi-randomly. It's intentional.
  6. So it sounds like the CTD's at Mojave Outpost are only with the SSR version, which would explain why I cant reproduce it since I only use SCR myself. The code between both versions is 100% identical so I now really don't know why the SSR version is crashing. @Banished1 - MCM has issues if you rearrange load orders of already present mods in a save, it loads its menu order by a index saved in your game. The issue here is a mod doesn't remove items it adds to a list when uninstalled, so in this case MCM probably has two entries for SexAssault and is using the first one which points to nothing cause the load order was changed.
  7. Just a brief update as I have posted anything in awhile (Kids are out of school so my time has dwindled down considerably) I'm still trying to track down the cause of the CTD's for mutants and glowing ones, should have an update soon. @Odessa, I can't replicate the CTD's your having around the Mojave Outpost for the life of me. I've tried every setting and option there is ran around for hours back and forth from primm to there and still nothing. I can't even start to understand why it's crashing at the outpost for you. Is anyone else experiencing CTD's around the Mojave Outpost? I could use some more clues to this one.
  8. Thanks for digging around Odessa I used to have a combat check in the scripts, the problem was that the animations when they end take you out of combat and ruined the Chaingang effect I was working on. Suppose if its a choice between CTD's and a more realistic chaingang effect... Guess I'll put the original code back in The MainQuestScript used to check for combat before even casting the rape effect and removed it if out of combat, its the "toggle" like function I got rid of I think two updates ago, I'll put it back in for the next update. Your testing does lead me to believe that something is getting through the scanner that shouldn't be, and that's causing the crash.
  9. Thanks for the reports, exactly what I needed. I've put further expansion of the mod on hold and went back to this release to clean it up. @BiotBioticSwarm - MCM is really picky about its load order sometimes, especially if you've already got a game going with one order and then rearrange the .esps The best way to rearrange the ESP's for an active game with MCM screw ups is to uncheck those mods that will have their load order changed, load the game, save it, then rearrange the esps, activate them and then load the previous save. @Odessa - I ran my test character to the outpost and ran around for about 20-30 minutes, I can't seem to reproduce any crashes. I was wondering if you could do a 30 day wait to reset the actors (i think its 30 days anyways, might only be 20) I'm wondering if its perhaps something on those actors that didn't clear with the clean save. The previous crashes this mod caused were from making to many calls to Sexout and placing actors as used when they shouldn't be. If it helps, incase you didn't know, if you open the Console while waiting it speeds up the wait process.
  10. @Odessa All that console printout looks normal... Sort of... B2.2 is the beginning of the scanner for a npc, the 2.2's with the dash are the reason the npc didn't pass as a rapist. I have the checks broke up into multiple parts due to the Nested quirkiness, so that's why some get more than one fail. Were you actually in combat though at the time? Cause really it shouldn't have got past the B1.2 code which is the Health Check.
  11. @Odessa This here tells me that you're either not using the latest version, or the clean save didn't work. Those messages for combat enabled/disabled were removed completely from the code as I didn't like them flooding the console. And the CR: B1.1 wont show up unless your wearing power armor in the latest version, and its actually a B1.1.1 now. The previous version had crash issues with stalkers and combat rape due to delay issues. (And I just downloaded the ones I have posted in the OP to double check the code, and sure enough those debug messages don't exist anymore) @Brocules I'll look into the nightkin issues, as for the accidental lesbian, I probably goofed something when putting the toy code in as I redid the gay/lesbian checks at the same time.
  12. Alright, was giving peeps time to weigh in on the defense issue. Not to mention giving folks time to find any more bugs, before I move to far ahead. Looks like Pop-up is the way to go (easier too ) Been working on the Smart System and putting some tweaks on it, and then I'll put this defend option in, have a new beta up in a a couple days.
  13. That particular line of code isn't in the new one As for your creature issue, it is the multiplier, some creatures only have a 1 or 2 endurance which is why your animations aren't lasting long. (I use a flat duration in the new version, so you don't have to worry about that)
  14. As far as factions go, the idea that one is good and one is evil in a game like New Vegas is purely a moral ideal of the player. I don't foresee adding an option to remove them just because the mechanics as Zippy mentioned would be overly excessive, but simply because who am I (or anyone) to dictate who qualifies as good or evil in this game setting. The NCR while pawned off as the "good guys" are more like the thin grey line between good and evil. They do a lot of good deeds, but typically they only do them because the gain is to their advantage and not simply because its the right thing to do. If you don't want to worry about the need for revenge against a particular faction, just toggle them off in the Compatibility tab. Edit (I just know this will somehow derail the thread )
  15. I should elaborate on that Smart Rape I guess. What I meant was that each thing would add to the percentage chance, not that being disarmed was going to be a huge factor in and of itself. Basically with Smart Rape on, I want to set it up so you are at 0% chance of being raped, regardless of the MCM setting. From there each little thing adds on to it. Crippled limp could for example add 15% chance, disarmed another 15%, knockdown say 10%, below the health threshhold another 15% and so on. So for example you could start combat at full health and uninjured with a 0% chance of being raped, take a grenade to the head and suddenly you have a crippled arm, leg and 50% health and your at 45% chance of being raped, oops torso just crippled, another 15% added for 60% chance and so on. Yeah, i use oHud and project nevada too, so I know what you mean on the extra buttons. I believe my current build which uses X for player initiated rapes conflicts with project NV's stealth toggle.
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