Other
Advanced Animation Framework mods that do not fit into any of other categories
29 files
-
AAF Turn The Light ON
By megururu
About This MOD
+ This very mini MOD places 1 to 3 light sources (and a dummy object if turned ON in MCM) at the start of an AAF scene.
+ For the player character, and NPCs if set in MCM. (For NPCs, there are only 3 slots for NPCs, so it'll not light from the 4th.)
+ Light Radius, dummy usage, Light Level Threshold etc can be set in MCM.
- This MOD is ESL.
- I'm not so good at English, so please bear with my poor English and I hope that I can tell you what I want to tell. Sorry.
+ Some Notes
+ The light level thresholds are set to 42 by default, but if you keep that values, TTLO may light up even in a slightly dim place.
+ TTLO has two objects as dummy, 'oil lamp' and 'fire barrel'.
- Dummy objects may overlap actors depending on the animation being played.
- So please adjust the placement distance in MCM according to your animation MODs while playing your FO4.
+ The light from the 'optional light (In this MOD, it ’s called AO-Light)' passes through the object and may be visible from the other side of the object (such as a wall) that normally blocks the light.
+ All lights and objects are reset when saving data is loaded.
+ Please please let me know if you noticed any bugs! Thank you!
+ For Modders: If you send "TTLONoLightUp" on Meta, TTLO will not light up that AAF scene.
+ If you need Japanese version of config.json for MCM, please download it separately.
- Files other than config.json, ie ESL file, script do not need to be translated.
- If I forget to explain something or the English text is very wrong, this description will probably be updated without updating the file. Sorry.
45180 downloads
Updated
-
[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)
By Guest
PREMABLE (aka Important Information To Note Ahead of Downloading)
This mod is NOT intended for ongoing games where you already have all settlements claimed, not if you wish to use modified settlements functionality. You can disable that upon the mod being installed and thus only have access to player farming, if that is your wish. But you should not install this mod for use on ongoing games with settlement outposts enabled. My whole-hearted recommendation is for new games only. It should also be said, as advisement, that I have modified a few of the vanilla scripts relating to Minutemen Radiant Quests and how they interact with owned settlements. All modifications are tested and function as expected. This warning is given so that you are aware that 1) I have modified core game scripting to allow this mod to work as written and 2) so that you are aware there will be scripts you need to ensure are removed should you ever uninstall this mod. There is a section below that highlights the modified script names and where to find them. Don't worry - I am a seasoned pro with this game's scripts and engine - the modifications are sound, tested and will not break your game.
NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions.
About Settlement Solutions:
This mod came into being to expand upon those brave souls who once demoed Survival Mode on Youtube, where they did not take settlements or settlers and tried to survive in that way. While those survival mode playthrough vids were an inspiration for what I am doing with this mod, you are most definitely not limited to using it in survival mode - it can be used in ANY game mode. I expanded upon this idea by allowing you to take five settlements where only one of them can be an actual settlement with settlers summoned via a radio beacon tower. You will only be allowed to build ONE recruitment beacon and this settlement build item will be locked off from your menu for the rest of your game with that character, so it is important to choose your settlement location carefully, for once the transmitter is placed, you need to keep it in the settlement - if you scrap it, you will not be able to build another one. This was done to prevent people from having five settlements, as the intent was to have one and have four private places to do what you need to do whilst running around the Commonwealth, such as restocking, crafting, tending your crops and to sleep in safety. You can assign supply routes to these outposts so that your workbenches are linked, sharing resources. After you reach five owned settlement locations, all remaining Commonwealth locations are locked and you will not be able to activate them to claim ownership. If you have Automatron DLC installed, this mod will account for The Mechanists Lair as well. Suffice it to say, the note below about using the Removal Tool is very important should you wish to continue a saved game after removing this mod!
A note about settlements and outposts. Should you opt to not claim Sanctuary when you come down from the vault and just go to rescue Preston and company from the Museum, their quest automatically assigns Sanctuary Hills upon speaking to Preston once he arrives there when they leave the Museum. So... if you do not want Sanctuary as one of your five allocated outposts, simply never go back there to talk to him. If however, you claim it or allow it to be auto-owned upon speaking to Preston, it will count as one of your five allocated outpost locations but it will NOT count as your settlement - just because the five of them are there does not qualify it as your settlement. Placing the recruitment beacon is what proclaims a settlement and forever blocks further beacons from being built. Just a headsup on that aspect of the mod and the games quests.
This mod also gives you, the player, the ability to farm your own crops! No more do you need settlers to have produce items growing. Using the FARMING settlement build menu, you can place player farmed crop items. When placed, you will need to TEND to your crop in order for it to produce an item of food. Each planted crop item has its own need of being tended and has its own cycle of replenishment. You can adjust the length of time it take between tending and harvesting via the MCM. Crop items are not linked to the workshop, so do not generate happiness or food. They are also immune from settlement attack damage. The workshopobjectsscript was not altered in any way for these crop items - I simply removed it from my cloned food items and created my own script. Sadly, I could not link this script to the WorkshopParent script for the above resource tracking and damage as the WSParent script calls back directly to workshopobjectsscript and would not recognize my custom script on compiling. No big deal.
This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. More will be added as the mod grows.
It is very important that you use the Removal Prep Tool in the MCM should you wish to remove this mod after trying it out, so that it can unlock any workbenches that have been blocked and also to correct the settlement build menu.
IMPORTANT NOTE:
This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership.
Available Mods That Use RSE II's ESM:
RSE II Combat Surrender and Abductions RSE II Wastelander's Rash RSE II Random Shenanigans RSE II Advanced Needs
Requirements:
A functioning install of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
Legal:
The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
14362 downloads
Updated
-
[AAF] - Flashy Depreciated Mods Repository (RSE and Autonomy)
By Guest
A repository of unsupported mods for Fallout 4, by Flashy(Joer).
Includes:
[FOURPLAY] - RSE v4.0 All-In-One
[AAF] - RSE v4.0 All-In-One
[AAF] - RSE Elements Vol.1 - Combat Surrender and Abductions (as stable as can be)
[AAF] - RSE Elements Vol.2 - Advanced Needs (as stable as can be)
[AAF] - RSE Elements Vol.3 - Karma System with Bounty Hunters, Jail, Stalkers and Nudity System (noted issues with Stalkers remain outstanding)
[AAF] - RSE Elements Vol.4 - Brothels and Prostitution (as stable as can be)
[AAF] - RSE Elements Vol.5 - Shenanigans, Arousal and Relationship System (noted issues with relationship system)
[AAF] - RSE Elements Vol.6 - RCO (noted issues with quest stages not progressing)
[AAF] - RSE Elements Vol.7 - Fetishes, Afflictions and Perversions (Monster Cock Lover is irreparably broken)
[AAF] - Autonomy Enhanced (Stable and better than Elements Vol.5, for those looking for just NPC/NPC sex action ingame)
[AAF] - Advanced Needs: Settlement Solutions (stable as fuck and changes the 'settlement' game in awesome ways!)
**NOTE** Do not install RSE All-In-One at the same time as the Elements mods. They are more or less the same thing. Elements contain VAST improvements of the All In One version of RSE and are simply parts of RSE spun out into their own smaller mod.
**NOTE** Do not install Autonomy Enhanced if you have RSE All In One installed, as it contains a vastly superior version within in. Also, do not install Autonomy Enhanced with RSE Elements Vol.5 installed, as again, that mod has a vastly superior version of autonomy built into it. Essentially, you should really only install Autonomy Enhanced if you dont use RSE at all.
**NOTE** Settlement Solutions modifies Minutemen scripting on quests! The mod limits the total settlements you can own. It does NOT require you to have RSE Elements Vol.2 - Advanced Needs to be installed. Features new random events and player capable farming (no need for settlers to do it, you can do it yourself - perfect for survival mode thematic playthroughs without settlers). You can read about this mod HERE. Note the version available on Nexus is identical except it does not have an AAF component to it's random events. If you want the adult rated version, the mod hosted here is the one you want. You do not need to use the settlement limiter if all you want is player farming! When the mod starts, it asks if you want to use settlement limits - just say no and the game continues as it always did with the added bonus of the player farming and the added random events (crop infestations, feral hordes and raiders coming into settlements looking for tribute).
None of these mods are supported. None of your bug reports will be addressed.
These mods are provided for historical purposes only, for those looking to add them back into their games or to experience them for the first time.
38107 downloads
Updated
-
patch [AAF] Patch for Vulpine Race + A simple CBBE Retexture and VulpineGear
By Pickle_Juice
-According to the feedback i got, the patch works now-
-THIS IS MY FIRST MOD EVER-
...so take it with a grain of salt...
BACKUP YOUR "AAF_raceData_Fallout4.xml" BEFORE INSTALLING THE PATCH.
I recently got AFF and the Vulpine Race, but i saw a few conflicts between the two.
The issue this patch fixes is simple, characters using the "Vulpine Race" did not show up in the animations (That's the issue i got).
So i made this quick patch to fix it, now keep in mind i have 0% experience in modding, so one of two things might happen when you download and install this mod...
°1- The patch will fix the issue.
°2- The patch won't fix the iusse.
SO, CONSIDER THIS PATCH A TEST.
Now, i really don't know if someone already made a patch or the issue is easy to fix (since i did 0% research about it, i just made the patch), if you find this patch first or you're to lazy to do it yourself, then feel free to download this.
-RE-TEXTURE-
I also made a quick Re-Texture with the already existing body texture of the "Vulpine Race", just added some nipples and a vagina, now keep in mind that they also change color with the fur, so this retexture works best with White-Black fur colors.
-VULPINE GEAR-
I made a custom Gas mask for the vulpine race, has the same stats as his human counter part, just download the "Vulpine Gear.rar" file, activate the .esp and ingame type in the command console
"(Vulpine)" without the quotes or player.additem xx000f99 1.
I currently planning on doing all of the headgear that covers the face.
-INSTALLATION-
Before you install the files, makes sure to Back up both your old "AAF_raceData_Fallout4.xml" and your new "AAF_raceData_Fallout4.xml" the old one is if you want to uninstall the "Vulpine Race" and restore the AAF data back and the new one is to keep it in hand everytime you download a AFF Update.
Installing the textures is quite easy, just grab the "Texture" folder and place it on your "Data" folder.
To install the "Vulpine Gear" you can use a Mod manager o just drop the files into the "Data" folder.
-REQUIREMENTS-
CBBE BODY -by Caliente
https://www.nexusmods.com/fallout4/mods/15
The Vulpine Race also requires it.
VULPINE RACE -by beardofsocrates
https://www.nexusmods.com/fallout4/mods/34387
If you don't use this, then i don't know why you're doing here, but you're still wellcome!!
[AAF] ADVANCED ANIMATION FRAMEWORK -by dagobaking
https://www.nexusmods.com/fallout4/mods/31304
You also need this!!
-CREDITS-
beardofsocrates - Made the entire texture, i just painted the dirty stuff on top of his amazing job!.
zentience - I just used the texture of his mod "NUCLEAR NUDE" to see where i had to draw the nipples and the vagina
but still, without his amazing textures, my re-texture could have been a little bit more time consuming.
https://www.nexusmods.com/fallout4/mods/1608
16503 downloads
- cbbe
- custom race
- (and 7 more)
Updated