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Roggvir

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About Roggvir

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  1. Roggvir

    [idea] Buildable sexbot

    I decided to take a stab at some robotic schlongs. Primarilly for the Servitrons, but should also work with Gen1/2 synths. Still a WIP, missing some plate/socket part the schlong is supposed to come from, and no proper materials/textures yet.
  2. Roggvir

    AFF treat female pc as male?

    Yep, pretty much. First wait for a new version of AAF which should have that keyword functionality in. Then you will still need some way to add that keyword to the player character, but that should be super simple - if you wont be able to do it yourself, or wont be able to find any mod that would do it, feel free to PM me then and i'll slap something together.
  3. Roggvir

    AFF treat female pc as male?

    For AAF, your first problem may be soon solved by the new gender override keywords once the new version is released. In the meantime, i am afraid only a custom race may be able to help, but i dont know if there is such a mod, and making one yourself is probably out of the question (it comes with a LOT of problems that aren't worth it, knowing a new version of AAF would solve this for you). No clue about any of the other things.
  4. I wish you wouldn't do that. My OCD thinks that making a patch that removes the activity2 from those files would be much cleaner solution
  5. Roggvir

    AAF Violate

    Maybe add a toggle to the MCM, if thats not too much hassle. I think RSE has it? or was it some of the old FP mods? or was it some Skyrim mod? ...anyway, something along the lines of Violate in some game, had a toggle to choose between applying DD items BEFORE or AFTER. EDIT: and if you wanna go real crazy, how about two toggles "Put on DD items BEFORE: ON/FILTERED/OFF" and "Put on DD items AFTER: ON/FILTERED/OFF". ON would be unfiltered, anything can be put on. OFF is obvious. And FILTERED would be different for BEFORE and AFTER: - for BEFORE it would be anything except items that can interfere - for AFTER it would be the opposite (only the items that would be filtered out in BEFORE, would be now allowed).
  6. Version 1.0.0

    189 downloads

    Servitron compatibility patches for Strap-ons by Vioxsis Makes the strap-ons wearable by Servitrons. REQUIREMENTS Servitron Strap-on's of fallout 4 NOTE: make sure to use a patch appropriate for the version of strap-ons you are using: Strap-On's V1 - Servitron Patch v1.0.0.zip for Strap-On's V1.7z Strap-On's V2 - Servitron Patch v1.0.0.zip for Strap-On's V2.7z VIO_Strap-On V3 - Servitron Patch v1.0.0.zip for VIO_Strap-On V3.7z INSTALLATION Install the requirements and correct strap-on patch Build the "Servitron - ***" strap-on meshes from BodySlide NOTE: make sure to use the same preset you used for building all the other Servitron meshes (especially for any of the Abdomens, or Torso Mk 5).
  7. View File Servitron compatibility patches for Strap-ons by Vioxis Makes the strap-ons wearable by Servitrons. REQUIREMENTS Servitron Strap-on's of fallout 4 NOTE: make sure to use a patch appropriate for the version of strap-ons you are using: Strap-On's V1 - Servitron Patch v1.0.0.zip for Strap-On's V1.7z Strap-On's V2 - Servitron Patch v1.0.0.zip for Strap-On's V2.7z VIO_Strap-On V3 - Servitron Patch v1.0.0.zip for VIO_Strap-On V3.7z INSTALLATION Install the requirements and correct strap-on patch Build the "Servitron - ***" strap-on meshes from BodySlide NOTE: make sure to use the same preset you used for building all the other Servitron meshes (especially for any of the Abdomens, or Torso Mk 5). Submitter Roggvir Submitted 11/06/2018 Category Armor & Clothing Requires Servitron (https://www.nexusmods.com/fallout4/mods/32801), Strap-on's of fallout 4 (https://www.loverslab.com/files/file/3949-strap-ons-of-fallout-4/) View File  
  8. Roggvir

    AAF or ForePlay?

    Why would there be a problem with the camera angle? When player is involved, AAF switches into free moving camera (same like when you use the console command TFC). And if it is NPCs being animated, then player can just do whatever - walk around or again, play with the camera using some mod or console commands.
  9. The Manager does not really need any of the DLCs for its function. It only needs Devious Devices 2.0, and unfortunately it is the Devious Devices 2.0 that require all DLCs. You can use xEdit to remove any DLC masters from "Rogg DD Items Manager.esp" plugin header, but it wont help you unless you do the same with "Devious Devices.esm", and i do not think you can do the same with DD 2.0 without breaking something (not without doing way more editing to fix any problems that will inevitably rise from removing at least some of those DLC masters). EVEN IF you could do it, DD 2.0 will still require AWKCR, and AWKCR requires almost all DLCs anyway. What are you trying to do? Clearly you are not using Devious Devices, because you cannot use those without DLCs, but then why do you need the Manager for? As you can probably tell from its name ("DD Items Manager"), this mod's purpose is to manage items from Devious Devices - without DD this mod simply wont do anything at all. So, why are you even trying to install it? --------------------------------------------------------------------------------------------- EDIT: I just remembered that RSE has this mod listed as a requirement... If you are using RSE, then yes, you do need to install this mod even when not using Devious Devices, but you do not need to have this mod "active" in your plugins list. I think some of the RSE scripts reference this mod's script, so that is why you need to have this mod installed (so that you have this mod's script, required by RSE). So, if this is the case, just install it, but do not activate the "Rogg DD Items Manager.esp" plugin.
  10. You sure of that? I am not using Homemaker nor SSEX, and i dont see any problems.
  11. And you are trying this on a new game, right? Because if not, then all these problems could be caused by using newer RSE on old, not properly cleaned save (if that is even a thing). If you are not trying this on a new game, then do so, and see what happens there.
  12. I dont know about that, but this particular error with "activity2" is because of the XML referencing the "activity2" which is defined in the Sample XML files that the user chose not to install while installing AAF (which is perfectly ok - the fault is not with the user for not installing the sample files, but with the XML referencing an example from the sample files).
  13. It may be worth noting what is causing this and why... This is caused by some animation pack XMLs referencing action called "activity2", defined in Sample XML files bundled with AAF (but installed only if you check the "Sample XML's" option during AAF installation), and used to influence some meter widget on the AAF screen overlay. The meter is not serving any meaningfull purpose in this case, and the related "action2" is just an unneeded and unnecessary leftover. There are two solutions: The "most best and cleanest proper fix" ...would consist of editing any XML files in "Data\AAF" folder that reference this "activity2" and removing those lines (remove the whole line where "activity2" is used). As far as i know, it concerns only two files that come with Polistiro's "AAF patch for Leito and Crazy" (typically downloaded here) - Data\AAF\Leito_SM_animationData.xml - Date\AAF\Leito_SMM_animationData.xml ...whether you have both of these files, only one of them, or none, depends on the options you chose when installing the patch. A less "proper" fix Install AAF's "Sample XML" files: - If you are using a mod manager, just use it to reinstall AAF and toggle the "Sample XML" option ON. - If you are installing AAF manually, copy the content of the "21 Sample XMLs" into your game's "Data" directory.
  14. Umm, what is this? I admit, i am too lazy to read through all the posts just to deduct what this thing is. I would expect some actual information on the first/download page, but there is nothing that would explain WHAT THIS IS
  15. I think you misunderstood - if i create my own keyword, other mods will obviously not know about it and wont check for it. I need OTHER MODS to leave my actor be while i do stuff with it, so i need a way to tell the other mods to stay away from the actor. Therefore, using my own custom keyword would require all mods to be patched - which not only is not going to happen, but even if, it would be wrong solution for the problem (all those mods i worry about already have one thing in common - AAF, so using some keyword defined in AAF would make most sense). Using AAF_ActorBusy should work if i add it to the actor manually myself - provided that other mods do check for it before they do anything to the actor. I still do feel a bit uneasy about not having a special AAF keyword for exactly and only this purpose, but i'll get used to it
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