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FO4 Detailed Dog Genitalia (M+F) (Updated: August 2 2018)


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  • 1 year later...
On 4/9/2020 at 6:48 PM, PrecursorDesign said:

So, I have the model in-game, but it is not switching to the erect version when doing animations.

 

So what happens is that Dogmeat.nif conflicts with the version present in AAF Creature Resources. One thing you can do is to make use of Materials, Textures and Meshes from this file _except_ the Dogmeat.nif. In other words, if using something like Mod Organizer, rename Dogmeat.nif to Dogmeat.nif.bk after unpacking in Meshes, to prevent that default mesh from overriding. If installing directly, unpack and remove Dodmeat.nif before overriding. In that way the default Dogmeat.nif mesh will stay from Creature Resources but erected mesh will be replaced. This worked for me, switching of meshes between normal and erect worked in AAF for me this way.

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On 1/7/2022 at 4:35 AM, gmyuri said:

 

So what happens is that Dogmeat.nif conflicts with the version present in AAF Creature Resources. One thing you can do is to make use of Materials, Textures and Meshes from this file _except_ the Dogmeat.nif. In other words, if using something like Mod Organizer, rename Dogmeat.nif to Dogmeat.nif.bk after unpacking in Meshes, to prevent that default mesh from overriding. If installing directly, unpack and remove Dodmeat.nif before overriding. In that way the default Dogmeat.nif mesh will stay from Creature Resources but erected mesh will be replaced. This worked for me, switching of meshes between normal and erect worked in AAF for me this way.

I have this problem too, but pls write this with easier, step-by-step, im dumb to this. i have vortex

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