ZaZ Posted December 5, 2018 Author Posted December 5, 2018 On 11/24/2018 at 9:06 PM, calscks said: yeah, there isn't any problem with static cbbe. though i'm playing with cbbe physics mostly, most outfits i'm using are converted into cbbe physics as well. maybe after you're done with extended skeleton and related works, you might wanna take a look to see if it's possible to making the animations compatible with cbbe physics. keep up the good work too! I looked into this. The issue is that , with all arms spread poses this happens , not just my own animations. It seems to happen with the crucifixion poses from other mods as well. We don't have access to the source code for the havok physics system. What has been implemented mostly uses the an existing outfits physics. ie the goggles from the Sturges outfit.
Fuckyou539 Posted December 15, 2018 Posted December 15, 2018 It's been a while without an update, here's hoping ZaZ still working on it.
ZaZ Posted December 15, 2018 Author Posted December 15, 2018 1 hour ago, Fuckyou539 said: It's been a while without an update, here's hoping ZaZ still working on it. I am working on this at the moment, I will be back after a good stable release of the Extended Skeleton. Have to focus on one of the two man.... limited time to mod. Will be back once things are okay with the skeleton. 5
Fuckyou539 Posted December 16, 2018 Posted December 16, 2018 10 hours ago, ZaZ said: I am working on this at the moment, I will be back after a good stable release of the Extended Skeleton. Have to focus on one of the two man.... limited time to mod. Will be back once things are okay with the skeleton. Roger that ! Keep up the good work man. 1
zax Posted January 2, 2019 Posted January 2, 2019 Does it use multiple furniture markers (one furniture with multiple markers) or it's one actor on marker and the other teleported via script?
ZaZ Posted January 3, 2019 Author Posted January 3, 2019 4 hours ago, zax said: Does it use multiple furniture markers (one furniture with multiple markers) or it's one actor on marker and the other teleported via script? The furniture by itself uses Fallout 4 Default Furniture Method. For the sexual stuff its handled by AAF.
ZaZ Posted January 3, 2019 Author Posted January 3, 2019 33 minutes ago, NoJoker said: Any chance of updating this awesome work? I am currently Updating the animations to the new Extended Skeleton . So I am redoing some of the animations I might add a few more things . But Now that the Extended Skeleton is out , I will work on this as time goes by 7
KitKatKseniya Posted January 4, 2019 Posted January 4, 2019 17 hours ago, ZaZ said: I am currently Updating the animations to the new Extended Skeleton . So I am redoing some of the animations I might add a few more things . But Now that the Extended Skeleton is out , I will work on this as time goes by Don't forgot the furry butt plugs ? 2
ZaZ Posted January 5, 2019 Author Posted January 5, 2019 On 1/4/2019 at 12:48 PM, KitKatKseniya said: Don't forgot the furry butt plugs ? Ping me on discord, I experimented with some tails from this mod https://discord.gg/xtVAfzB https://www.nexusmods.com/fallout4/mods/19108/?tab=description And added some basic Cloth Physics.
KitKatKseniya Posted January 6, 2019 Posted January 6, 2019 12 hours ago, ZaZ said: Ping me on discord, I experimented with some tails from this mod https://discord.gg/xtVAfzB https://www.nexusmods.com/fallout4/mods/19108/?tab=description And added some basic Cloth Physics. ? Will do!
Guest Posted January 6, 2019 Posted January 6, 2019 3 minutes ago, KitKatKseniya said: ? Will do! Foxy is getting her tails! Woohoo! And lord knows how she loves her tails...
KitKatKseniya Posted January 6, 2019 Posted January 6, 2019 10 minutes ago, Flashy (JoeR) said: Foxy is getting her tails! Woohoo! And lord knows how she loves her tails... Its like Christmas all over again 1
Kondor7001 Posted January 8, 2019 Posted January 8, 2019 Hello, Can anyone help me? How do you spank an npc or companion with the cane using this mod? When selecting an npc in AAF next to the pillory I just get the single person dance animations options. I can use the pillory when two npcs are selected, but not just one npc. How do I get the option to place the npc in the pillory and spank her with the cane. Thanks.
ZaZ Posted January 8, 2019 Author Posted January 8, 2019 27 minutes ago, Kondor7001 said: Hello, Can anyone help me? How do you spank an npc or companion with the cane using this mod? When selecting an npc in AAF next to the pillory I just get the single person dance animations options. I can use the pillory when two npcs are selected, but not just one npc. How do I get the option to place the npc in the pillory and spank her with the cane. Thanks. Ask/Order the NPC/companion etc to use one of the furniture's and then use the cane. You don't specifically need AAF for that
chochodulu Posted January 13, 2019 Posted January 13, 2019 13 hours ago, adradox said: Hi there, I'm new to F4 modding so I have a bunch of stupid questions and I fail to find solution on my own. So... how do I get started? I've placed devices, assigned a dude and he just locks himself up in stocks. I got no option to do anything to him or other way around. I have AAF and SE installed. The short answer: you need actual mods to trigger the animations. For example - let's say that you have RSE vol.4 - brothels, and you have a hooker and a customer approaches her while she's near the ZAZ pillory. The animation will trigger - assuming you edited the "settings" xml file to trigger furniture animations 100% of the time. the default is 75%. (note - the only furniture that has animations in this mod are the pillories. The Xcrosses can be assigned but do not have animations). f you just want to trigger animations for shits and giggles - just press the "home" button from your keyboard, that will trigger the AAF menu, and from there you can press "enter" to get the menu that lets you activate animations. you just select the actors that you want, choose the location, and then the animation. 1
Dragonjoe69 Posted January 30, 2019 Posted January 30, 2019 On 10/8/2018 at 12:55 AM, electrode said: Great mod, just a quick note: \Scripts\[Form.pex ; ObjectReference.pex ; ScriptObject.pex ] These files overwrite default F4SE scripts. Ran a diff between the F4SE files and your files, and no differences were reported. Removed them from the mod, and it didn't seem to affect anything, but you should probably remove these from your distribution. I assume they just got added accidentally? Edit My bad, mis read the post
MrCruelJohn Posted February 7, 2019 Posted February 7, 2019 I know there hasn't been any further postings, but I am curious if lowering the damage of the cane or crop allows you to use it without the npc in the pillory being hostile? And if use it with "e" it says for the player to get punished. I presume since nothing happens, I would have to select some aaf animation? Or is there supposed to be an available npc that whacks me through script or? I see the comments about BJ. Is this as far as what happens? I just dont know if there is more and installation is bad... or it is what it is. Thanks for the help. John
Roggvir Posted February 7, 2019 Posted February 7, 2019 2 hours ago, MrCruelJohn said: curious if lowering the damage of the cane or crop allows you to use it without the npc in the pillory being hostile? You need to make a patch where you set the non-fostile flag on the crop weapon. Maybe lowering damage can help a bit, giving the NPC more time before you piss them off, but even IF, you will still piss them off eventually, so there is really only one way - make the attack non-hostile. You could also add some enchantment to the weapon, which would pacify the NPC after each hit, but that would be the worst solution - using the non-hostile flag is way more effective. What wouldn't hurt though, would be some enchantment that would HEAL the npc a bit after each hit (ideally by the exact amount of damage the hit caused), unless the furniture does that already (i dont think it does), but it may be still better to have that effect on the weapon (more universal solution).
Roggvir Posted February 7, 2019 Posted February 7, 2019 2 hours ago, MrCruelJohn said: And if use it with "e" it says for the player to get punished. I presume since nothing happens, I would have to select some aaf animation? Yes, there doesn't seem to be any "punishing" implemented, so you will then need to select animation via AAF.
MrCruelJohn Posted February 7, 2019 Posted February 7, 2019 9 minutes ago, Roggvir said: You need to make a patch where you set the non-fostile flag on the crop weapon. Maybe lowering damage can help a bit, giving the NPC more time before you piss them off, but even IF, you will still piss them off eventually, so there is really only one way - make the attack non-hostile. You could also add some enchantment to the weapon, which would pacify the NPC after each hit, but that would be the worst solution - using the non-hostile flag is way more effective. What wouldn't hurt though, would be some enchantment that would HEAL the npc a bit after each hit (ideally by the exact amount of damage the hit caused), unless the furniture does that already (i dont think it does), but it may be still better to have that effect on the weapon (more universal solution). And that would require using Creation Kit? …. haha... haven't done that... unless it's in FO4Edit... then I could try that. Thanks for the response. John
MrCruelJohn Posted February 7, 2019 Posted February 7, 2019 8 minutes ago, Roggvir said: Yes, there doesn't seem to be any "punishing" implemented, so you will then need to select animation via AAF. That really is unfortunate... it would have put this mod over the top... especially if your character is a masochist in terms of attributes, etc...
TheDestroyerOfWorlds Posted February 7, 2019 Posted February 7, 2019 2 hours ago, MrCruelJohn said: I know there hasn't been any further postings, but I am curious if lowering the damage of the cane or crop allows you to use it without the npc in the pillory being hostile? ZaZOut beta v.003 - damage patch.esp lower damage and the non-hostile flag added.
MrCruelJohn Posted February 7, 2019 Posted February 7, 2019 21 minutes ago, TheDestroyerOfWorlds said: ZaZOut beta v.003 - damage patch.esp lower damage and the non-hostile flag added. Bless your brother! or sister! John
Tentacus Posted February 8, 2019 Posted February 8, 2019 Hey Zaz, First off, Fantastic work. This is really going to unlock the potential of the workshop. Second, It's so extremely great to have you doing stuff for Fallout 4. Now, down to business. I don't think there should be any reason not to make this M/M and F/F compatible just because of the baked in sound effects. A simple solution might be to have a Fomod installer, and have an option to not install the Msex and Fsex audio folders. (and maybe the gasps if people are super picky) Then you are left with just the sex sound effects. The user can easily do this themselves if they run MO2 by creating a new folder in the mod's sound folder (I named mine quarantine) and putting the folders you don't want in that playthrough in there. The mod(s) I'm working on have all different kinds of pairings, so I already do this for Leito's 2.0 because he removed the ability not to install the voices, and there seems to be no detrimental effects in doing so. The voices are great and It does detract slightly but Just the sound effects are pretty good. Consider it a cost of roleplaying... like silent voice dialogue. 1
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