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  • 2 weeks later...
Posted

New Version 1.00 Uploaded

  • I finally added silent lip-synched dialogue files for all spoken dialogue in the mod.  Dialogue is now much faster and skippable like vanilla dialogue.
  • Added a check that disables the SEU hotkeys if the player's movement and/or activation controls are disabled.  This is mostly to avoid interfering with other mods that restrain the player, like CSA or Violate.  This is not affected by bondage mods like Real Handcuffs or Devious Devices.

 

Note that AAF SEU Version 1.0 was built with Creation Kit version 1.10.162.  This means AAF FPE version 2.4 requires Fallout 4 version 1.10.162 or newer.  Older versions of Fallout 4 will not be able to load the esp.

Posted
4 hours ago, EgoBallistic said:

New Version 1.00 Uploaded

  • I finally added silent lip-synched dialogue files for all spoken dialogue in the mod.  Dialogue is now much faster and skippable like vanilla dialogue.
  • Added a check that disables the SEU hotkeys if the player's movement and/or activation controls are disabled.  This is mostly to avoid interfering with other mods that restrain the player, like CSA or Violate.  This is not affected by bondage mods like Real Handcuffs or Devious Devices.

 

Note that AAF SEU Version 1.0 was built with Creation Kit version 1.10.162.  This means AAF FPE version 2.4 requires Fallout 4 version 1.10.162 or newer.  Older versions of Fallout 4 will not be able to load the esp.

4-way, 5-way or 6-way support yet?

 

:no_mouth:

 

 

Posted

Installed AAF SEU 1.0 without addon. In MO2 its enabled, but ingame MCM missing esp. What can be a cause of this problem? Tried renaming mcm files with copy-paste esp name, tried reinstall, Nothing helps. Its also not a conflict problem - tried run clean save with only f4se-mcm-aaf_seu enabled - its the same old song...

Fallout 4 Screenshot 2019.11.25 - 06.03.42.70.png

Posted
28 minutes ago, NeitTan said:

Installed AAF SEU 1.0 without addon. In MO2 its enabled, but ingame MCM missing esp. What can be a cause of this problem? Tried renaming mcm files with copy-paste esp name, tried reinstall, Nothing helps

I don't know what language I need to write these things in so that people will read and understand them:

 

Note that AAF SEU Version 1.0 was built with Creation Kit version 1.10.162.  This means AAF FPE version 2.4 requires Fallout 4 version 1.10.162 or newer.  Older versions of Fallout 4 will not be able to load the esp.

Posted
22 minutes ago, EgoBallistic said:

I don't know what language I need to write these things in so that people will read and understand them:

 

Note that AAF SEU Version 1.0 was built with Creation Kit version 1.10.162.  This means AAF FPE version 2.4 requires Fallout 4 version 1.10.162 or newer.  Older versions of Fallout 4 will not be able to load the esp.

Oh sorry, didnt notice that FO4 was updated ?

Posted
6 hours ago, NeitTan said:

Oh sorry, didnt notice that FO4 was updated ?

 

Yeah, sadly so. For the moment I stay with my fully functional and crashfree version of the game, since over at the nexus there are quite a few people running into crashes after the update. Only problem is, they updated the Creation Kit also. Meaning, every mod created with the new toolset will require the newest version of the game.

Posted
10 hours ago, EgoBallistic said:

I don't know what language I need to write these things in so that people will read and understand them:

 

Note that AAF SEU Version 1.0 was built with Creation Kit version 1.10.162.  This means AAF FPE version 2.4 requires Fallout 4 version 1.10.162 or newer.  Older versions of Fallout 4 will not be able to load the esp.

There used to be an icon of a red face banging into a brick wall.........We need it back, apparently! LMAO!

 

:joy:

 

 

Posted

Thanks for the update. The truth is that I used it very well with F4Z Ro Doh !, as you recommended me a while ago. But with the new update F4Z is no longer working. So the lip movements you included are welcome, hehe.

Posted

I'm not sure if it is this mod, but I can't talk to people they just keep asking "You want to change my body" I can't even do quests because of this. Anybody think they could help.

Posted
1 hour ago, HirakoK said:

I'm not sure if it is this mod, but I can't talk to people they just keep asking "You want to change my body" I can't even do quests because of this. Anybody think they could help.

That message is from the "Diverse Bodies" mod.  Nothing to do with Sex 'Em Up.

Posted
12 minutes ago, EgoBallistic said:

That message is from the "Diverse Bodies" mod.  Nothing to do with Sex 'Em Up.

Ah ok I was wondering Thank you.

Posted

 

I don't know if there's something wrong with my installation, but after updating my game, I can't get SEU to work. First I tried it with the old version, which used to work flawlessly and I constantly get the message, "you dont find anything interesting", even when standing directly in front of the character. Then I updated to version 1.00, but the problem persists. I completely cleaned the old version from NMM before installing the new files.

 

Only masturbation is still working, but without the usual fly cam.

 

I put SEU near the end of my loading order, that's where it used to be, when it was still working.

Any help would be appreciated.

 

EDIT: I leave my above post standing, since others might run into the same problem. I didn't notice that the crosshair option was active in the flirt menu. With area scan it's working.

 

But one problem persists nonetheless: The fly cam isn't working. I can't seem to find an option to activate it.

Papyrus.0.log

Posted
33 minutes ago, cossayos said:

I don't know if there's something wrong with my installation, but after updating my game, I can't get SEU to work. First I tried it with the old version, which used to work flawlessly and I constantly get the message, "you dont find anything interesting", even when standing directly in front of the character. Then I updated to version 1.00, but the problem persists. I completely cleaned the old version from NMM before installing the new files.

Here's your problem:

 

[11/26/2019 - 10:44:14AM] AAF SEU Debug: AAF API version 90 Beta
[11/26/2019 - 10:44:22AM] error: Unbound native function "GetLLFPPluginVersion" called

 

You are running an older version of AAF (beta 90) which came with an older version of the LLFP F4SE plugin.  That plugin supplies the crosshair functions, the freecam, and several other things AAF and SEU both need.  Unfortunately the older plugin won't load on the current F4SE.

 

Simplest solution is to install AAF 107 from Nexus which includes the latest LLFP.

Posted

i am having a problem with the way this mod uses the animations from AAF. everytime i use the role in they hay option it will sometimes still try cuddling animation i only use leito, savage animation pack i dont use other packs.. is their a way to limit the pool of animations this mod uses it will also try using animation from packs i dont have installed and both npc will just stand still.

Posted
12 minutes ago, D_ManXX2 said:

i am having a problem with the way this mod uses the animations from AAF. everytime i use the role in they hay option it will sometimes still try cuddling animation i only use leito, savage animation pack i dont use other packs.. is their a way to limit the pool of animations this mod uses it will also try using animation from packs i dont have installed and both npc will just stand still.

What you are describing is not possible.  SEU doesn't call for specific animations; it tells AAF to look for animations with certain tags.  If you are doing a flirt and you tell it you want do make out or cuddle, and you don't have those kinds of animations installed, AAF won't find the animation and the scene will simply end.

 

If the NPCs are just standing still then there is something else going on, like you have an animation pack with missing .hkx files.

Posted

but that was my point, i was not calling the cuddle animation i used the role in the hay option with was sex option and it still would call the cuddle animations witch i dont use. So if your mod is not calling this cuddle animation then it is a problem with AAF itself ?

Posted
14 minutes ago, D_ManXX2 said:

but that was my point, i was not calling the cuddle animation i used the role in the hay option with was sex option and it still would call the cuddle animations witch i dont use. So if your mod is not calling this cuddle animation then it is a problem with AAF itself ?

How do you know it was calling a cuddle animation?

Posted

i want to use this mod but i also want to know where should i put it in load order to work properly with my oder AAF mod that im using,like AAF MCG,CSA,and other sex animation?!? it means alot if someone can give me a hint on it also thanks in advance

Posted
2 hours ago, EgoBallistic said:

How do you know it was calling a cuddle animation?

when i open the home key for AAF menu it says cuddle animation. but the npc are standing still since their is no cuddle animation installed on this game.

Posted
2 hours ago, sailor11111 said:

i want to use this mod but i also want to know where should i put it in load order to work properly with my oder AAF mod that im using,like AAF MCG,CSA,and other sex animation?!? it means alot if someone can give me a hint on it also thanks in advance

Generally load order has an importance if mods edit the same vanilla or custom objects or if they pack some scripts for integrations with third party mods. I can speak for MCG since you mentioned it, so I'll make an example with that mod, (but the concept generally apply to all mods): MCG has some integrations with CSA Abductions and Bad End: Purgatory mods, to achieve this it packs in its .ba2 two scripts from those mods; to make sure the actual updated scripts from the original mods have priority they must be placed after, so in this case if you use CSA and/or Purgatory you must place them after MCG in load order so they have an higher priority. As far as I can tell you, SEU doesn't have any particular script integration and doesn't make particular edits to vanilla or modded objects that would require any particular load order. This is a simple and self contained mod that should not conflict with anything, so you should be able to put this wherever you want in your LO, my suggestion though is to group it together with other sexual mods.

Posted
34 minutes ago, D_ManXX2 said:

when i open the home key for AAF menu it says cuddle animation. but the npc are standing still since their is no cuddle animation installed on this game.

Original cuddle animations are from atomic lust, which you must have installed in first place and that enable s cuddles for Female - Male composition. If you then download and install the optional XML file of SEU for cuddles, kissing and hugging  you have in addition the same cuddle animation but enabled also for female-female and male-male compositions and also male-female for mods that allow choosing  role into animation.

 

If you already have all of this then probably you have something wrong with your AAF installation that could depend on the recent update of AAF and your F4SE/ Fallout 4 versions not matching correctly or you could have some bad XML files from other patches/modders that block the correct AAF execution and you should be able to verify this last possibility by checking the AAF admin tab (button sequence: home, delete, delete, enter) and see what errors are printed for you, if any.

Posted
1 hour ago, Martin56 said:

Generally load order has an importance if mods edit the same vanilla or custom objects or if they pack some scripts for integrations with third party mods. I can speak for MCG since you mentioned it, so I'll make an example with that mod, (but the concept generally apply to all mods): MCG has some integrations with CSA Abductions and Bad End: Purgatory mods, to achieve this it packs in its .ba2 two scripts from those mods; to make sure the actual updated scripts from the original mods have priority they must be placed after, so in this case if you use CSA and/or Purgatory you must place them after MCG in load order so they have an higher priority. As far as I can tell you, SEU doesn't have any particular script integration and doesn't make particular edits to vanilla or modded objects that would require any particular load order. This is a simple and self contained mod that should not conflict with anything, so you should be able to put this wherever you want in your LO, my suggestion though is to group it together with other sexual mods.

thanks for the info by "place them after" u mean like if MCG in load order is 1 then CSA is 2 like im putting it under MCG in load order( sorry if im sound stupid just want to clear my thoughts on this) and also what about animation orders like lieto anims or atomic lust where should they be held?!

Posted
23 minutes ago, sailor11111 said:

thanks for the info by "place them after" u mean like if MCG in load order is 1 then CSA is 2 like im putting it under MCG in load order( sorry if im sound stupid just want to clear my thoughts on this) and also what about animation orders like lieto anims or atomic lust where should they be held?!

Yes if MCG is 1 then CSA is 2 and Purgatory is 3 :)

AAF animation mods should be indipendent from load order, though it is advisable to group them with other sexual mods, what is more important regarding animations is the order by which you install them, because what is fundamental in importance for AAF are the XML files they contain. Some patches completely overwrite them or presume you first install the animation mods and then you install the patches on top of them, depending on what you use, for example the one patch to bang them all require that you first install the animation mods you need and then you install the one patch.

 

Personally I have my sexual mods about at the third quarter of my LO, first there are the aninations .esp all grouped together, it's no matter if you put leito or atomic lust first for example, then I have all the actual sexual mods .esp like MCG, CSA and Purgatory and I arrange them respecting the instructions in their mod page, then at the end of my load order I have all the patches of all mods that I use, for example for MCG there is a patch fir the locksmith mod that I put about at the end of my LO.

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