CGi Posted July 3, 2018 Posted July 3, 2018 34 minutes ago, HolyHand said: 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 You're posting this in the wrong thread. This is a problem with your AAF installation so please post this in AAF's thread.
HolyHand Posted July 3, 2018 Posted July 3, 2018 2 hours ago, CGi said: You're posting this in the wrong thread. This is a problem with your AAF installation so please post this in AAF's thread. sorry
General_GR Posted July 4, 2018 Posted July 4, 2018 for some reason i cant get the supermutant beds to work AAF doesnt detect the bed it only has the option with female and in my case i used strong so far i have found two supermutant beds none of them work anyone know what i might be doing wrong?
FlatRat94 Posted July 4, 2018 Posted July 4, 2018 On 7/3/2018 at 12:19 AM, SavageCabbage said: No, just corrected a spelling mistake. If I do I'll make a separate post about it so don't worry. Â Could you say how you solved your problem by the way? In case someone else has this issue later. thanks i like your animations a lot with the ability to tame them and give orders
riot_punch Posted July 4, 2018 Posted July 4, 2018 5 hours ago, General_GR said: for some reason i cant get the supermutant beds to work AAF doesnt detect the bed it only has the option with female and in my case i used strong so far i have found two supermutant beds none of them work anyone know what i might be doing wrong? which type of bed are you referring to?
Destynova99 Posted July 4, 2018 Posted July 4, 2018 8 hours ago, General_GR said: for some reason i cant get the supermutant beds to work AAF doesnt detect the bed it only has the option with female and in my case i used strong so far i have found two supermutant beds none of them work anyone know what i might be doing wrong? If you're using the Super mutant beds from the "Build all the beds" mod then those have a different form id than the super mutant beds references in the super mutant furnituredata xml. The two beds in the xml are the TiresBed and MutantBed, both Static items (not furniture, as in you can't build them in workshop mode.) It's possible you might be able to spawn one using the player.placeatme console command... the mutant bed is 001F599C and the tires bed is 001F599D. I'm not sure if that actually works and you probably wouldn't want to save your game after spawning one in if it does just in case it destabilizes the game. Someone more knowledgeable than me can verify or refute that.  The two super mutant beds from Build All the Beds are Furniture items (can be built in workshop mode) and have the item codes of xx000837 and xx000838
General_GR Posted July 4, 2018 Posted July 4, 2018 46 minutes ago, Destynova99 said: If you're using the Super mutant beds from the "Build all the beds" mod then those have a different form id than the super mutant beds references in the super mutant furnituredata xml. The two beds in the xml are the TiresBed and MutantBed, both Static items (not furniture, as in you can't build them in workshop mode.) It's possible you might be able to spawn one using the player.placeatme console command... the mutant bed is 001F599C and the tires bed is 001F599D. I'm not sure if that actually works and you probably wouldn't want to save your game after spawning one in if it does just in case it destabilizes the game. Someone more knowledgeable than me can verify or refute that.  The two super mutant beds from Build All the Beds are Furniture items (can be built in workshop mode) and have the item codes of xx000837 and xx000838 no i used the one already in the world i also whent to the one the mod author suggested at the medford memorial hospital but with no success.Â
Destynova99 Posted July 4, 2018 Posted July 4, 2018 1 hour ago, General_GR said: no i used the one already in the world i also whent to the one the mod author suggested at the medford memorial hospital but with no success. Are you able to have scenes with supermutants at all? Perhaps you didn't check the scan for supermutants when you installed AFF? I can't personally vouch that the super mutant animations from this mod should work, mind you... I haven't tried them yet so it might be there's an issue with them that I'm unaware of. But I'm working under the assumption that they should work... someone else can confirm one way or another. I'll try it within the next day or two as well. I had to restart from the beginning because a mod I was trying broke the main questline for me... which sucks because I was making significant progress and I was finally getting around to doing the DLC content. Sigh.
Sulphur.999 Posted July 4, 2018 Posted July 4, 2018 16 minutes ago, Destynova99 said: Are you able to have scenes with supermutants at all? Perhaps you didn't check the scan for supermutants when you installed AFF? I can't personally vouch that the super mutant animations from this mod should work, mind you... I haven't tried them yet so it might be there's an issue with them that I'm unaware of. But I'm working under the assumption that they should work... someone else can confirm one way or another. I'll try it within the next day or two as well. I had to restart from the beginning because a mod I was trying broke the main questline for me... which sucks because I was making significant progress and I was finally getting around to doing the DLC content. Sigh. I seem to be pretty good at getting around those. So far. What quests are broken, maybe I can help. You happen to know which mod broke it? I been havin' that kind of issue forever and can't seem to figure out what's causing it. In any case, good luck. Â
Destynova99 Posted July 4, 2018 Posted July 4, 2018 50 minutes ago, Sulphur.4724 said: I seem to be pretty good at getting around those. So far. What quests are broken, maybe I can help. You happen to know which mod broke it? I been havin' that kind of issue forever and can't seem to figure out what's causing it. In any case, good luck.  Yeah I'm reasonably sure it was Shortcut to Curie. I had Dr. Amari put her into her synth body before I rescued Nick Valentine, an option allowed by that quest but would normally not be possible. After I met Nick at his office, the quest to rescue Nick completed but the next one that identifies Kellogg wouldn't start. Nick said "Now let's talk about your case, have a seat." And then he stood there awkwardly for a moment and then sat down at the wrong desk. The quest didn't start and sitting in the chair did nothing... and then Ellie kept sitting in Nick's chair. I tried force starting the quest and setting the quest stage but the quest was showing as stopped and wouldn't start. If I reach that point without the Curie mod and it's still broken, I'll really have to scratch my head and go into a deep search... so I'm really hoping it's the Curie mod. Most everything else besides AAF stuff has been in my load order for a long time or only affects textures or meshes of stuff, so I can't imagine it's anything else.Â
VonHelton Posted July 4, 2018 Posted July 4, 2018 15 minutes ago, Destynova99 said: Yeah I'm reasonably sure it was Shortcut to Curie. I had Dr. Amari put her into her synth body before I rescued Nick Valentine, an option allowed by that quest but would normally not be possible. After I met Nick at his office, the quest to rescue Nick completed but the next one that identifies Kellogg wouldn't start. Nick said "Now let's talk about your case, have a seat." And then he stood there awkwardly for a moment and then sat down at the wrong desk. The quest didn't start and sitting in the chair did nothing... and then Ellie kept sitting in Nick's chair. I tried force starting the quest and setting the quest stage but the quest was showing as stopped and wouldn't start. If I reach that point without the Curie mod and it's still broken, I'll really have to scratch my head and go into a deep search... so I'm really hoping it's the Curie mod. Most everything else besides AAF stuff has been in my load order for a long time or only affects textures or meshes of stuff, so I can't imagine it's anything else. .........and until you kill Kellogg, no Brotherhood of Steel missions & no Blimp!!  ?  Â
Sulphur.999 Posted July 4, 2018 Posted July 4, 2018 1 hour ago, Destynova99 said: Yeah I'm reasonably sure it was Shortcut to Curie. I had Dr. Amari put her into her synth body before I rescued Nick Valentine, an option allowed by that quest but would normally not be possible. After I met Nick at his office, the quest to rescue Nick completed but the next one that identifies Kellogg wouldn't start. Nick said "Now let's talk about your case, have a seat." And then he stood there awkwardly for a moment and then sat down at the wrong desk. The quest didn't start and sitting in the chair did nothing... and then Ellie kept sitting in Nick's chair. I tried force starting the quest and setting the quest stage but the quest was showing as stopped and wouldn't start. If I reach that point without the Curie mod and it's still broken, I'll really have to scratch my head and go into a deep search... so I'm really hoping it's the Curie mod. Most everything else besides AAF stuff has been in my load order for a long time or only affects textures or meshes of stuff, so I can't imagine it's anything else. Ow. I assume if you disable the "shortcut to Curie" mod you'll lose her? I haven't heard of that bug yet, but I got the rest of them! I've had trouble with the Museum of Freedom, Piper opening Diamond City, Nick starting "Getting a Clue" and talking to Hancock to make him my follower, among others. All are known bugs, but I have them all. This playthrough. I've managed to get by them by manipulating my load order and usually, believe it or not, disabling Rename Anything of all mods. But it's worked on at least two of them. Getting Piper going and Nick giving getting a clue. The rest of them I've either done like you said with SetStage, etc. or just coming at it from a different angle. For example; after the Big Dig if I kill Bobbi No-Nose outright hancock will not talk to me other than "Hey" and stuff like that. If I kill Farenheit I can proceed normally from there. And you'd be surprised at what problems bad meshes can stir up, tho it is usually CTDs.  I don't see how the curie quest is associated with Reunions. I guess I'm missing something but you can go to Vault 81 any time. I never have mind you, but I don't see what would stop you from getting her first normally. I dunno. You might try just moving things around in your load order. I hope you figure it out. I haven't stumbled on that one . . . yet. Heh. I'm sort of collecting bugs at this point.
Destynova99 Posted July 4, 2018 Posted July 4, 2018 18 minutes ago, Sulphur.4724 said: Ow. I assume if you disable the "shortcut to Curie" mod you'll lose her? I haven't heard of that bug yet, but I got the rest of them! I've had trouble with the Museum of Freedom, Piper opening Diamond City, Nick starting "Getting a Clue" and talking to Hancock to make him my follower, among others. All are known bugs, but I have them all. This playthrough. I've managed to get by them by manipulating my load order and usually, believe it or not, disabling Rename Anything of all mods. But it's worked on at least two of them. Getting Piper going and Nick giving getting a clue. The rest of them I've either done like you said with SetStage, etc. or just coming at it from a different angle. For example; after the Big Dig if I kill Bobbi No-Nose outright hancock will not talk to me other than "Hey" and stuff like that. If I kill Farenheit I can proceed normally from there. And you'd be surprised at what problems bad meshes can stir up, tho it is usually CTDs.  I don't see how the curie quest is associated with Reunions. I guess I'm missing something but you can go to Vault 81 any time. I never have mind you, but I don't see what would stop you from getting her first normally. I dunno. You might try just moving things around in your load order. I hope you figure it out. I haven't stumbled on that one . . . yet. Heh. I'm sort of collecting bugs at this point. Oh you can get Robo-Curie normally before you rescue Nick, sure. But normally you can't know that Dr. Amari works with synth brains so that you can go to her to get the doc to download Curie into a synth body until after Nick tells you that Dr. Amari might be able to help getting memories from Kellogg's brain. The shortcut mod allows you to skip the quest involving the molerats and needing a cure for the kid by getting to Curie straight through the door at the vault entrance room... and then when she asks for help getting put into a human body, it allows you to skip straight to Dr. Amari to ask her about it, without having to go the long way around. My working theory is that the skipped steps might have broken the quest line. But I haven't verified that yet by getting to that quest without that mod active. Oh and I don't think I'd lose her by disabling the mod, especially as what it did would have already been passed. I try not to disable mods mid-playthrough as that tends to cause the game to start becoming unstable. I would have tried disabling the mod before turning in the quest to Nick to see if that was the problem but I hadn't made the connection until much later, I thought catching up on some other quests would catch it up... and that wasn't the case. So by that point I was too far to roll back to a previous save once I formed a hypothesis on the cause of the problem.  That's all I'll say on that subject here, I don't want to derail the topic any more than already done. ?
Sulphur.999 Posted July 4, 2018 Posted July 4, 2018 1 hour ago, Destynova99 said: Oh you can get Robo-Curie normally before you rescue Nick, sure. But normally you can't know that Dr. Amari works with synth brains so that you can go to her to get the doc to download Curie into a synth body until after Nick tells you that Dr. Amari might be able to help getting memories from Kellogg's brain. The shortcut mod allows you to skip the quest involving the molerats and needing a cure for the kid by getting to Curie straight through the door at the vault entrance room... and then when she asks for help getting put into a human body, it allows you to skip straight to Dr. Amari to ask her about it, without having to go the long way around. My working theory is that the skipped steps might have broken the quest line. But I haven't verified that yet by getting to that quest without that mod active. Oh and I don't think I'd lose her by disabling the mod, especially as what it did would have already been passed. I try not to disable mods mid-playthrough as that tends to cause the game to start becoming unstable. I would have tried disabling the mod before turning in the quest to Nick to see if that was the problem but I hadn't made the connection until much later, I thought catching up on some other quests would catch it up... and that wasn't the case. So by that point I was too far to roll back to a previous save once I formed a hypothesis on the cause of the problem.  That's all I'll say on that subject here, I don't want to derail the topic any more than already done. ? I'll say duh. My thinking cap isn't on straight I guess. You are, of course, correct. If I disable something, like Rename Anything, I just disable, not uninstall, do what needs to be done and then go right back an enable it. Not good practice I guess, but it works. And all the times I checked Fallrim Tools after doing it I've not found any extra unattended scripts. Of course, your mileage may vary. I mess with my mods so much my actual game is borked most of the time anyway. Heh. Good luck.
SavageCabbage Posted July 4, 2018 Author Posted July 4, 2018 15 hours ago, juanchotl said: thanks i like your animations a lot with the ability to tame them and give orders Cheers pal, compliments definitely encourage me to make more stuff. 19 hours ago, General_GR said: for some reason i cant get the supermutant beds to work AAF doesnt detect the bed it only has the option with female and in my case i used strong so far i have found two supermutant beds none of them work anyone know what i might be doing wrong? Do any Super Mutant animations work for you? There are a few that require no furniture at all. If none work, then you probably need to re-install AAF and tick support for Super Mutants in that.
gizmo1206 Posted July 4, 2018 Posted July 4, 2018 anyone else have trouble installing the fomod version through nmm? it gets to %50 and stops
General_GR Posted July 5, 2018 Posted July 5, 2018 3 hours ago, SavageCabbage said: Cheers pal, compliments definitely encourage me to make more stuff. Do any Super Mutant animations work for you? There are a few that require no furniture at all. If none work, then you probably need to re-install AAF and tick support for Super Mutants in that. yes super mutant animations without furniture work btw the normal double bed work to with super mutants the one that doesnt work is the tiresbed.
-Player1- Posted July 5, 2018 Posted July 5, 2018 A while ago https://www.nexusmods.com/fallout4/mods/32801 was released, basically a female Assaultron.. I tried to make it work (you knooow) with experimenting with some keywords and that but i just cant get it done.  So far i was able to make all animations GirxGirl, no problem (Walking around with mostly cait, playing a female, i decided to take out some toys) But I just cant get AAF to load up Savages animations while trying to woo the Robot ! For now the Robot is stuck (with only leitos anims available for AssaultronxGirl) in the Male-position and my Char in the female position. (This variant works just fine) i managed it to turn it around (So that my char was dominant) but the positioning was spaced out and not aligning at all. (So i switched back to the Robo being dom) I should mention that AAF recognizes the Assaultron as "Male" (at least a male body is shown in the HUD)  Question is.. What do i need to change to Woo the Robot (PC being Dom) AND having Savages Animations working with GirlxAssaultron ? Â
Rufgt Posted July 5, 2018 Posted July 5, 2018 10 minutes ago, -Player1- said: A while ago https://www.nexusmods.com/fallout4/mods/32801 was released, basically a female Assaultron.. I tried to make it work (you knooow) with experimenting with some keywords and that but i just cant get it done.  So far i was able to make all animations GirxGirl, no problem (Walking around with mostly cait, playing a female, i decided to take out some toys) But I just cant get AAF to load up Savages animations while trying to woo the Robot ! For now the Robot is stuck (with only leitos anims available for AssaultronxGirl) in the Male-position and my Char in the female position. (This variant works just fine) i managed it to turn it around (So that my char was dominant) but the positioning was spaced out and not aligning at all. (So i switched back to the Robo being dom) I should mention that AAF recognizes the Assaultron as "Male" (at least a male body is shown in the HUD)  Question is.. What do i need to change to Woo the Robot (PC being Dom) AND having Savages Animations working with GirlxAssaultron ?  Select the option to allow robots for animations through the AAF FOMOD installer or download the optional file that does the same thing. Ignore animation genders in the AAF settings. The order of which actors you select will determine who plays the dominant (or other) role. For example, you'd probably have to select the assaultron first (or vice versa) to play the role you want them to play.
SavageCabbage Posted July 5, 2018 Author Posted July 5, 2018 5 hours ago, -Player1- said: A while ago https://www.nexusmods.com/fallout4/mods/32801 was released, basically a female Assaultron.. I tried to make it work (you knooow) with experimenting with some keywords and that but i just cant get it done.  So far i was able to make all animations GirxGirl, no problem (Walking around with mostly cait, playing a female, i decided to take out some toys) But I just cant get AAF to load up Savages animations while trying to woo the Robot ! For now the Robot is stuck (with only leitos anims available for AssaultronxGirl) in the Male-position and my Char in the female position. (This variant works just fine) i managed it to turn it around (So that my char was dominant) but the positioning was spaced out and not aligning at all. (So i switched back to the Robo being dom) I should mention that AAF recognizes the Assaultron as "Male" (at least a male body is shown in the HUD)  Question is.. What do i need to change to Woo the Robot (PC being Dom) AND having Savages Animations working with GirlxAssaultron ?  I think you'll have to add a line to the actorTypesData file that comes with my pack, just look in there and find a similar occurance for the assaultron and add the appropriate code, presumably you wanna search the fallout4.esm (or the mod's .esp if it has one) with the creation kit and look for something like "ActorTypeAssaultron" (I'm guessing here) and add it to that file with the formid as well so it should start picking up on your robot. Just take a look in that file and it's pretty simple to guess what to add. 8 hours ago, gizmo1206 said: anyone else have trouble installing the fomod version through nmm? it gets to %50 and stops Do you have AAF installed? It'll stop if you don't have it.
gizmo1206 Posted July 5, 2018 Posted July 5, 2018 i have to have aaf installed first? i was going by the aaf install guide which says to install the animations before aaf
Sulphur.999 Posted July 5, 2018 Posted July 5, 2018 3 hours ago, gizmo1206 said: i have to have aaf installed first? i was going by the aaf install guide which says to install the animations before aaf This animation pack won't install without AAF being installed first. I want to go out on a limb and say Atomic Lust won't either but I don't remember. They are both AAF native animation packs and won't do jack without it. Leito don't matter as it doesn't NEED AAF to run. Start a new game or use any save that AAF hasn't been installed on yet. You can use fallrim tools to help uninstall previous version of AAF but that's more complicated than it sounds. (If you go this route, and I do, read up and ask questions as fallrim tools, while not complicated does require you to pay attention to what you are doing. Fair warning. There doesn't seem to be a lot of instruction for using it out there either, at least, I haven't been able to find much. So wear a cup. MAKE A COPY OF YOUR SAVE BEFORE JACKING WITH IT.) Then I look and see if Looksmenu is installed. If not I install it. I forgot this once. Flaccid penises everywhere! (It handles your erections and where/how it lines up during the deed.) If you use the LM compendium do some more reading. It can cause issues that I'm not familiar with, with some files. (I use it and have no issues, so I dunno. I have read it can complicate things.) Then I install AAF. Then I install the AAF Compatibility patch. (This gives your males and super mutants their boners as well as an option to install a 4play proxy to use FP mods with AAF. These work with varying degrees of success so don't get your hopes up too high.) Then I install the patches Polistro made for Leito's animation pack. This allows FF and other options while using Leito's animations. At least two of the options his fomod offer have other requirements so pay attention and make sure and add them before you continue if you choose those options. Strapons for female/female(FF) and the cum overlays if you want to use them. Maybe more. I don't use the overlays so I dunno about that for sure. Then I start dumping in animation packs. This animation pack doesn't stop there. I'd have to look but it requires about 4 more mods to work as intended (use all the animations,) tho you can turn some of them off during the installation. You just won't get access to the animations tied to those mods furniture. You can see what they are on the first page if you don't have them yet. With very few exceptions everything works as intended from this point forward (and those are usually my fault.) Login and profit! You may have to play with load order some to get these things to play nice with whatever else you have installed, but that should be reflex by now eh? I'm certain I'm forgetting SOMETHING. It's inevitable. But you should have a working AAF with animations at this point. If not you either missed a step, did it wrong, or your save isn't as clean as you thought. If any vestige of an older AAF is hanging around you're gonna have problems. I hope this helps. I'll keep an eye on this to see if I can help further. If anyone notices I'm telling this guy wrong, pipe up. I got no ego about this shit. I'm learning too. 1
-Player1- Posted July 5, 2018 Posted July 5, 2018 16 hours ago, Rufgt said: Select the option to allow robots for animations through the AAF FOMOD installer or download the optional file that does the same thing. Ignore animation genders in the AAF settings. The order of which actors you select will determine who plays the dominant (or other) role. For example, you'd probably have to select the assaultron first (or vice versa) to play the role you want them to play. Ill try to disable it, thanks !
Menthols487 Posted July 6, 2018 Posted July 6, 2018 Just so you know this isn't installing properly with Mod Organizer, the folders aren't setup properly so it isn't recognizing the files. Unless i'm just being an idiot, in which case someone please tell me how to fix it. Edit: NVM posted this before I read through thread, sorry. Realized AAF needs to be installed first.
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