TheBoroPL Posted November 8, 2020 Posted November 8, 2020 48 minutes ago, spicydoritos said: No animations played because you have none installed, according to your screenshot. Try this guide to get yourself on the right path: Okay Im following the guide, and now i have dropped some animations to MO2 folder, AAF_Four_Play_Animations. Is this the file I was looking for, cause i have installed animations from requirements via vortex and idk if i need to do smt else for it to work
spicydoritos Posted November 8, 2020 Posted November 8, 2020 15 minutes ago, TheBoroPL said: Okay Im following the guide, and now i have dropped some animations to MO2 folder, AAF_Four_Play_Animations. Is this the file I was looking for, cause i have installed animations from requirements via vortex and idk if i need to do smt else for it to work I suggest seeking help in the AAF Discord (https://discord.gg/B95qTEn). Your baseline setup needs fixing. Going back & forth here will just clog up an unrelated thread. 1
Saya Scarlett Posted November 8, 2020 Posted November 8, 2020 1 hour ago, TheBoroPL said: Okay Im following the guide, and now i have dropped some animations to MO2 folder, AAF_Four_Play_Animations. Is this the file I was looking for, cause i have installed animations from requirements via vortex and idk if i need to do smt else for it to work "Unmanaged" = Manual installation. That is a massive No No. And this screenshot tells me you only have a patch for animations and the Themes mod. Neither are animations. Not to mention disabled plugins on the right panel. 48 minutes ago, spicydoritos said: I suggest seeking help in the AAF Discord (https://discord.gg/B95qTEn). Your baseline setup needs fixing. Going back & forth here will just clog up an unrelated thread. This.
kukoricamorzsa Posted November 9, 2020 Posted November 9, 2020 19 hours ago, TheBoroPL said: MO2 It appears to me that you can not use it. Why not use the NMM method?
TheBoroPL Posted November 9, 2020 Posted November 9, 2020 24 minutes ago, kukoricamorzsa said: It appears to me that you can not use it. Why not use the NMM method? Nah nah. I messed everyhing up. I use now both MO2 and Vortex cause I had to set mod order via MO2, wich I cant do with Vortex. Idk if changing mod order only overwrites files with same names but if so, there were no collisions beteween most of these mods. Btw guide I have read says not to use NMM. Now Im struggling with downloading GFV, cause I did everything according to AAF support guide, and still Im stuck on same problem, wich is, that after I surrender I get quest, npc approaches me and no animation is played. Anyone knows how can I play animation via console, to test if its installed correctly?
kukoricamorzsa Posted November 9, 2020 Posted November 9, 2020 36 minutes ago, TheBoroPL said: I messed everyhing up .... i think the problem is that there are too many organizers! You only need 1 thing ... you can use it! The other trash. If the installation sequence is wrong, it will not play anime. If any of the stuff is incompatible it will not play anime. I also tried the sequence ... it didn't work. (I am not saying that the intention is not good. I say it didn't work for me.) I installed it according to logic and ... voila. 50%... and - but not everything still works. Certainly some error.... it always slips in. (security camera image)
izzyknows Posted November 9, 2020 Posted November 9, 2020 1 hour ago, TheBoroPL said: I use now both MO2 and Vortex cause I had to set mod order via MO2, wich I cant do with Vortex. You really don't want to use 2 different managers. They do things differently and will cause nothing be headaches. The whole "don't use NMM" or whatever manager, is total bs. They all have pros & cons. Pick one and learn how to use it. If the animations are not playing, it's most likely because AAF can't find what is being called. The "Home" key will open the AAF menu where you can manually play animations & see the error/warnings.
VonHelton Posted November 9, 2020 Posted November 9, 2020 8 hours ago, TheBoroPL said: Nah nah. I messed everyhing up. I use now both MO2 and Vortex cause I had to set mod order via MO2, wich I cant do with Vortex. Idk if changing mod order only overwrites files with same names but if so, there were no collisions beteween most of these mods. Btw guide I have read says not to use NMM. Now Im struggling with downloading GFV, cause I did everything according to AAF support guide, and still Im stuck on same problem, wich is, that after I surrender I get quest, npc approaches me and no animation is played. Anyone knows how can I play animation via console, to test if its installed correctly? Using 2 managers is NOT recommended. I personally use Vortex, others use MO2.
vaultbait Posted November 9, 2020 Posted November 9, 2020 10 hours ago, TheBoroPL said: I had to set mod order via MO2, wich I cant do with Vortex You configure load order in the Plugins view of Vortex, either by establishing rules which indicate which plugin should load after which other plugin, or by adding them to prioritized groups. In the absence of either of those it tries to auto-order the plugins list based on LOOT community feedback, but I've found that often chooses poorly and so needs either rules or grouping to work around conflicts. You can also just edit the plugins.txt file directly, though that gets messy and becomes a lot of work every time you change your mod loadout. I've been using Vortex for a couple of years now, and over the long term, I've found relative placement rules tend to be the most flexible, adaptive and robust solution (Vortex will even alert you if you try to create a dependency cycle). If you decide to continue using Vortex, I recommend reading its documentation or watching some demonstration videos at the very least. Oh, and yeah, like everyone else has said, only use one mod manager at a time.
digium Posted November 11, 2020 Posted November 11, 2020 When I get a "Bad End" animation after the actual deed, my character is redressed before the Bad End animation starts, is there a way to prevent this from happening? I'm fine with disabling redressing after AAF scenes for player alltogether if that's possible. I looked around the MCM menus but maybe I missed something.
Slorm Posted November 11, 2020 Posted November 11, 2020 4 hours ago, digium said: When I get a "Bad End" animation after the actual deed, my character is redressed before the Bad End animation starts, is there a way to prevent this from happening? I'm fine with disabling redressing after AAF scenes for player alltogether if that's possible. I looked around the MCM menus but maybe I missed something. It seems to be an issue with AAF, it's been discussed earlier in this thread. You can deactivate the redress in AAF_settings.ini but then the NPC's don't redress as there's not that level of granularity in the settings so it's not a viable solution. It needs Violate to undress the pc before the AAF routine kicks in but as the author is no longer here it's unlikely to be implemented
digium Posted November 11, 2020 Posted November 11, 2020 43 minutes ago, Slorm said: It seems to be an issue with AAF, it's been discussed earlier in this thread. You can deactivate the redress in AAF_settings.ini but then the NPC's don't redress as there's not that level of granularity in the settings so it's not a viable solution. It needs Violate to undress the pc before the AAF routine kicks in but as the author is no longer here it's unlikely to be implemented Ah nuts, ok. Thanks for the info.
aranious Posted November 11, 2020 Posted November 11, 2020 3 hours ago, Slorm said: but as the author is no longer here it's unlikely to be implemented Oh damn, that's a real shame, Violate is probably one of the more stable and well thought out mods for FO4, I hope someone picks it up someday
digium Posted November 12, 2020 Posted November 12, 2020 I was thinking, a decent workaround might be using the "player.unequipall" console command with the hotkey mod. Only downside seems to be that in my case at least, the pip-boy gets unequipped aswell when using that command. Guess I'll make another hotkey for equipping the pip-boy back on, lol.
Slorm Posted November 12, 2020 Posted November 12, 2020 11 hours ago, digium said: I was thinking, a decent workaround might be using the "player.unequipall" console command with the hotkey mod. Only downside seems to be that in my case at least, the pip-boy gets unequipped aswell when using that command. Guess I'll make another hotkey for equipping the pip-boy back on, lol. I've just tested this out using console commands: player.unequipall player.equipitem 00021b3b This works well as a workaround, strips the player and re-equips the pipboy. AAF redresses the hostile NPC's but leave the pc as it never stripped her. This would also solve one of the odd side effects of AAF where it re-equips different items (there's a detailed explanation by @dagobaking as to why this occurs here https://www.loverslab.com/topic/97147-advanced-animation-framework/?do=findComment&comment=3194652 Probably easiest to set it up as a .bat and run it from the console. The console has the advantage of freezing the game as you need to enact it before the AAF routine has a chance to strip the pc, assuming that Violate Robbery hasn't already done so. Best done when she first surrenders. Hotkey would work just as well. I just have the basic version which get installed with MCM and although it takes the assignment (e.g. hotkey F4 player.unequipall) it doesn't seem to do anything when I hot F4 (nor appear in the MCM) so may need some modding of it's own. I'm a little familiar with Skyrim scripting but not at all with FO4 but I'll see if I can find the point where the pc surrenders and see if the above could be inserted to recompile a patch. No promises as I don't know what I'm doing with FO4
digium Posted November 12, 2020 Posted November 12, 2020 4 minutes ago, Slorm said: I've just tested this out using console commands: player.unequipall player.equipitem 00021b3b This works well as a workaround, strips the player and re-equips the pipboy. Probably easiest to set it up as a .bat and run it from the console. The console has the advantage of freezing the game as you need to enact it before the AAF routine has a chance to strip the pc, assuming that Violate Robbery hasn't already done so. Best done when she first surrenders. Hotkey would work just as well. I just have the basic version which get installed with MCM and although it takes the assignment (e.g. hotkey F4 player.unequipall) it doesn't seem to do anything when I hot F4 (nor appear in the MCM) so may need some modding of it's own. I'm a little familiar with Skyrim scripting but not at all with FO4 but I'll see if I can find the point where the pc surrenders and see if the above could be inserted to recompile a patch. No promises as I don't know what I'm doing with FO4 https://www.nexusmods.com/fallout4/mods/46419 This hotkey mod allows you to assign batch files to a hotkey, so you could put those lines in a .txt file and call it with the hotkey.
Slorm Posted November 12, 2020 Posted November 12, 2020 1 minute ago, digium said: https://www.nexusmods.com/fallout4/mods/46419 This hotkey mod allows you to assign batch files to a hotkey, so you could put those lines in a .txt file and call it with the hotkey. Thanks for that, it looks really useful. I ninja edited my post above btw and added a link to another thread which gives more info on the issue
Slorm Posted November 12, 2020 Posted November 12, 2020 @digium That works a treat. It also leaves the pc naked at the end if Bad End hasn't kicked in which makes more sense immersion wise to me. Why would the Raiders redress her. There is one small problem with Devious Devices, it will remove them but leaves any debuff in place so they need to be put back on manually if you have any. Real Handcuffs aren't a problem as they are not removed
Vaxall Posted November 12, 2020 Posted November 12, 2020 I don't really know how raider pet works with this mod, after being defeated, animations play out,then mod tells me to retreat with chance to become a pet is set to 100%, I'm being handcuffed, and if I stay, the fight starts again.Somtimes I manage to randomly get a collar around my neck, but this doesn't change anything
vaultbait Posted November 13, 2020 Posted November 13, 2020 52 minutes ago, Vaxall said: I don't really know how raider pet works with this mod, after being defeated, animations play out,then mod tells me to retreat with chance to become a pet is set to 100%, I'm being handcuffed, and if I stay, the fight starts again.Somtimes I manage to randomly get a collar around my neck, but this doesn't change anything Raider Pet will allow you to approach any raider as long as you're not carrying weapons and become their pet, but AAF Violate will only explicitly hand off to Raider Pet after a violation scene if the scene takes place near/in a location with a raider "boss" (basically clearable raider encampments and not just any minor raider outpost or random encounter). Try surrendering in a fight at the Corvega manufacturing plant in Lexington, or similar sort of location.
Vaxall Posted November 13, 2020 Posted November 13, 2020 Done that at Corvega, no luck. They put the shock collar on, but after violation scene raiders still point gun at me, waiting to start fight once again. Raider pet mod only works in standalone, you know, the quest line including the note from Jun
vaultbait Posted November 14, 2020 Posted November 14, 2020 15 hours ago, Vaxall said: Done that at Corvega, no luck. They put the shock collar on, but after violation scene raiders still point gun at me, waiting to start fight once again. Raider pet mod only works in standalone, you know, the quest line including the note from Jun Works for me. Do your weapons get properly taken away during the handoff? Sounds like something might be causing you to still seem armed, which will turn the raiders hostile again.
izzyknows Posted November 14, 2020 Posted November 14, 2020 18 hours ago, Vaxall said: Done that at Corvega, no luck. They put the shock collar on, but after violation scene raiders still point gun at me, waiting to start fight once again. Raider pet mod only works in standalone, you know, the quest line including the note from Jun If Violate hands you off to Raider Pet, the Raiders will stay in the "Combat Alert" state. After the hand off, a Raider will collar you & take your weapons & caps, at least with Violates robbery set to 0. You can pick up/pickpocket as many weapons as you want and the Raiders may ask "what do you have there" but wont become violent. The instant you equip a weapon, other than knuckles while sneaking, will turn enemies hostile again, and you'll get 130 XP. Just remember, the collar will still explode, if not already disarmed by the Boss in 20 minutes real time from the last time you banged any Raider. Also, Raider Pet will re-use any collar that Violate equips, Devious Devices or Real Handcuffs. But you'll still get the Raider Pet collar dialogue.
Malphias Posted November 17, 2020 Posted November 17, 2020 On 11/12/2020 at 8:35 AM, Slorm said: I've just tested this out using console commands: player.unequipall player.equipitem 00021b3b This works well as a workaround, strips the player and re-equips the pipboy. AAF redresses the hostile NPC's but leave the pc as it never stripped her. This would also solve one of the odd side effects of AAF where it re-equips different items (there's a detailed explanation by @dagobaking as to why this occurs here https://www.loverslab.com/topic/97147-advanced-animation-framework/?do=findComment&comment=3194652 Probably easiest to set it up as a .bat and run it from the console. The console has the advantage of freezing the game as you need to enact it before the AAF routine has a chance to strip the pc, assuming that Violate Robbery hasn't already done so. Best done when she first surrenders. Hotkey would work just as well. I just have the basic version which get installed with MCM and although it takes the assignment (e.g. hotkey F4 player.unequipall) it doesn't seem to do anything when I hot F4 (nor appear in the MCM) so may need some modding of it's own. I'm a little familiar with Skyrim scripting but not at all with FO4 but I'll see if I can find the point where the pc surrenders and see if the above could be inserted to recompile a patch. No promises as I don't know what I'm doing with FO4 Here is an alternative with which you don't have to mess with hotkeys or bat files. I edited Egoballistic's surrender script so that when the player surrenders she strips everything (an equips the pip-boy). The character will now remain nude throughout the many sex scenes. At the end, he or she will remain nude but, it is better than nothing. Perhaps as I learn more I can add an undress script that stores what items got removed, then in the Runaway script I can re-equip those items. I don't know... this is my first 'mod', I have a lot to learn about Papyrus. I have 20 years programming experience but don't yet have down all the specifics of Papyrus itself. But...getting there. So, anyway, take this file and drop it in the Data/Script folder FPV_OnHit.pex
vaultbait Posted November 17, 2020 Posted November 17, 2020 1 hour ago, Malphias said: Here is an alternative with which you don't have to mess with hotkeys or bat files. I edited Egoballistic's surrender script so that when the player surrenders she strips everything (an equips the pip-boy). The character will now remain nude throughout the many sex scenes. At the end, he or she will remain nude but, it is better than nothing. Perhaps as I learn more I can add an undress script that stores what items got removed, then in the Runaway script I can re-equip those items. I don't know... this is my first 'mod', I have a lot to learn about Papyrus. I have 20 years programming experience but don't yet have down all the specifics of Papyrus itself. But...getting there. I wouldn't put a ton of effort into developing a workaround unless it's just a learning exercise. It was already fixed last week in beta 156: https://bitbucket.org/dagobaking/aaf-framework/wiki/Main/CHANGELOG.md#!changelog
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