Tanglin Posted July 2, 2018 Posted July 2, 2018 1 hour ago, SavageCabbage said: They're all up to date and anything new is in the appropriate pack. The vanilla version is just that, standard human stuff for those that don't care for additional mods/dlcs/mutants/ghouls. The full version is the same as the fomod version in terms of what's in it. Gotcha. I can see why you'd take the ghouls and super mutants out of the vanilla version since they require a mod that gives them their erections.
dagobaking Posted July 2, 2018 Posted July 2, 2018 8 hours ago, SavageCabbage said: For those with headless ghouls, try putting this in your fallout 4/data/aaf folder. I've been testing ghouls and not had any headless ones after testing about 30 of them. SavageCabbage_protectedEquipment_FG.xml Does that work? Protected equipment is supposed to be for keywords. Not ArmorAddon forms like those. But, I suppose there is some possibility that all forms contain a "keyword" of themselves? If this works, it would be unexpected. But, not impossible.
SavageCabbage Posted July 2, 2018 Author Posted July 2, 2018 4 hours ago, dagobaking said: Does that work? Protected equipment is supposed to be for keywords. Not ArmorAddon forms like those. But, I suppose there is some possibility that all forms contain a "keyword" of themselves? If this works, it would be unexpected. But, not impossible. It appeared to work until I downloaded the Unequipall addon for AAF, then I got headless ghouls again so I can't say whether it 100% did work because I probably didn't test enough. Then I added the condition skeleton="Human" to the equipmentsets xml and I got heads back. I tried making my own equipmentsets xml for ghouls but it ended up not unequipping anything, but then I did do it quickly before work so I probably missed something. I'll take a proper look tomorrow maybe. 9 hours ago, riot_punch said: rigging as in something like this? I believe those count as separate pieces of "clothing," what AAF wants is one body with morphing parts, like when you morph the body with looksmenu.
dagobaking Posted July 2, 2018 Posted July 2, 2018 3 minutes ago, SavageCabbage said: Then I added the condition skeleton="Human" to the equipmentsets xml and I got heads back. That's probably the best way to handle it. A few additional ones can be made for synth and other "dressed" races as well.
VonHelton Posted July 2, 2018 Posted July 2, 2018 Also, I had to install an inordinate amount of mods to get Savage Cabbage to work. It might be a good idea to put links to all of those mods ON YOUR PAGE. ........js.
CGi Posted July 2, 2018 Posted July 2, 2018 5 minutes ago, VonHelton said: Also, I had to install an inordinate amount of mods to get Savage Cabbage to work. It might be a good idea to put links to all of those mods ON YOUR PAGE. Or choose the FOMOD version. SavageCabbage invested some time to give you an installer with options for a reason.
Destynova99 Posted July 2, 2018 Posted July 2, 2018 5 minutes ago, VonHelton said: Anyone wanna fix this? It's case sensitive to how your install capitalized the DLCWorkshop02.esm. In some cases it installs as DLCWorkshop02.esm, in other cases as DLCworkshop02.esm and unfortunately the xml call seems to be case sensitive so you'll have to change it on your end because somewhere in the steam to our OS handling, the capitalization can go one way or another. So open up the SavageCabbage_furnitureData_DLC4.xml file and edit the <defaults source="DLCworkshop02.esm"/> line so the reference is capitalized the exact same way as it appears in your install. Save and the error will go away.
VonHelton Posted July 2, 2018 Posted July 2, 2018 4 minutes ago, CGi said: Or choose the FOMOD version. SavageCabbage invested some time to give you an installer with options for a reason. I went to the OP & there is only one "Savage Cabbage" file. There are 2 other files, but I'm not sure what they are. One says "vanilla", but vanilla WHAT? Vanilla game, or vanilla FILES? ? Of course, if you have a link to this "FOMOD" version, I'd be a happy camper. ?
CGi Posted July 2, 2018 Posted July 2, 2018 4 minutes ago, VonHelton said: Of course, if you have a link to this "FOMOD" version, I'd be a happy camper. it's the 3rd download option. 1
Dark Ti Posted July 2, 2018 Posted July 2, 2018 How do we even use this mod I see a bunch of requirements But what furniture do we build , does AAf move the scene to the furniture do we use AAF to activate scenes?
VonHelton Posted July 2, 2018 Posted July 2, 2018 1 minute ago, CGi said: it's the 3rd download option. The Savage Cabbage one? I downloaded that one. ?
CGi Posted July 2, 2018 Posted July 2, 2018 1 minute ago, Dark Ti said: How do we even use this mod I see a bunch of requirements But what furniture do we build , does AAf move the scene to the furniture do we use AAF to activate scenes? AAF will scan for the furniture for the requested animation and then walk the participants to it. The animation is either chosen by a mod or by the user through the Wizard.
CGi Posted July 2, 2018 Posted July 2, 2018 4 minutes ago, VonHelton said: The Savage Cabbage one? I downloaded that one. Yes, this one and it presents you with options. Options that need DLC's/mods are auto checked if the mod is installed and active. Else leave out options that require DLC's/mods you don't have.
Dark Ti Posted July 2, 2018 Posted July 2, 2018 25 minutes ago, CGi said: AAF will scan for the furniture for the requested animation and then walk the participants to it. The animation is either chosen by a mod or by the user through the Wizard. Thanks
Destynova99 Posted July 2, 2018 Posted July 2, 2018 27 minutes ago, Dark Ti said: How do we even use this mod I see a bunch of requirements But what furniture do we build , does AAf move the scene to the furniture do we use AAF to activate scenes? If you're using the AAF wizard to start the scene, after you select the actors a list of available furniture and their distances will be listed. You can either select "ground at (actor 1, actor 2, etc)" or one of the furniture pieces that are listed as valid. Then the animation list for what you chose comes up. If the scene is starting through a mod call where a random scene is to be played then furniture may or may not be chosen.
Dark Ti Posted July 3, 2018 Posted July 3, 2018 5 minutes ago, Destynova99 said: If you're using the AAF wizard to start the scene, after you select the actors a list of available furniture and their distances will be listed. You can either select "ground at (actor 1, actor 2, etc)" or one of the furniture pieces that are listed as valid. Then the animation list for what you chose comes up. If the scene is starting through a mod call where a random scene is to be played then furniture may or may not be chosen. Ok great, you guys are awesome with quick reply's.... Thank you Yes just started using AAF and yes I'm using AAF wizard to start the animations is there another way besides leito's gun or FP?
VonHelton Posted July 3, 2018 Posted July 3, 2018 1 hour ago, Dark Ti said: is there another way besides leito's gun or FP? SEU is a dialog interface. Just walk up to them & hit the H key. ?
VonHelton Posted July 3, 2018 Posted July 3, 2018 1 hour ago, Destynova99 said: So open up the SavageCabbage_furnitureData_DLC4.xml file and edit the line so the reference is capitalized the exact same way as it appears in your install. Save and the error will go away. That worked. Awesome. Now to see if SEU & FP will work.......I'm using the AAF version of FP so it should work, right? ?
Dark Ti Posted July 3, 2018 Posted July 3, 2018 15 minutes ago, VonHelton said: SEU is a dialog interface. Just walk up to them & hit the H key. ? yeah If ya use 4 play and want single stage anim's
Sulphur.999 Posted July 3, 2018 Posted July 3, 2018 I'm using Autonomy Enhanced and Vanilla Fudge through AAF and both work fabulously. Mindless sex works well too. I had installed Prostitution but I couldn't get anything done in game for all the horny fuckers tryin' to have my panties on the floor. (I'd say it's working.) SEU works, but the hotkey for the main pick up line only works once or twice (for me.) The "passive" hotkey works all the time. I have had problems with Violate in that my character gives up and gets taken for a ride, but I never get control back. Of course I didn't mess with those two much so there's a high probability for user error there. What I have noticed is that they will all pick a scene from any animation pack you have loaded correctly and I'm also getting stages from Leito's animations. I'll temper that statement for SEU and Violate as I haven't had much time screwing (*ahem) with them. I am in the process of playing with the Vinfamy mods with AAF tho and I will let ya's know what I learn. And learning to use AAF is a process. There is much to understand and it really helps if you do. Don't be discouraged because it's cool as FUCK once you get it working. Rawr
SavageCabbage Posted July 3, 2018 Author Posted July 3, 2018 Friendly reminder: Getting lots of questions lately that could be solved by either reading the main post, reading the version 1.0.2 announcement post (which is linked in the main post) or reading the AAF topic. Reading is your friend!
FlatRat94 Posted July 3, 2018 Posted July 3, 2018 19 minutes ago, SavageCabbage said: Friendly reminder: Getting lots of questions lately that could be solved by either reading the main post, reading the version 1.0.2 announcement post (which is linked in the main post) or reading the AAF topic. Reading is your friend! i solved the issue with the animations getting stucked, thanks for your time appreciate it by the way, did you add something new to your animations pack today...??
SavageCabbage Posted July 3, 2018 Author Posted July 3, 2018 5 minutes ago, juanchotl said: i solved the issue with the animations getting stucked, thanks for your time appreciate it by the way, did you add something new to your animations pack today...?? No, just corrected a spelling mistake. If I do I'll make a separate post about it so don't worry. Could you say how you solved your problem by the way? In case someone else has this issue later.
HolyHand Posted July 3, 2018 Posted July 3, 2018 still don't know why cause this error and don't know what this error cause too, but that doesn't matter. because i solved the unerect issue by do the step 10 before step 9 from https://www.loverslab.com/topic/101315-advanced-animation-framework-installation-guide-for-beginners-alpha-version/ it's just i missed what Polistiro said about install the compatibility patch first before Polistiro's patch. didn't check other fp mods issue yet
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