Jump to content

Recommended Posts

Posted
26 minutes ago, EgoBallistic said:

If you are playing same-sex animations, the actor you pick first will be the bottom.

 

It would actually be nice if the reverse order/regular order in SEU could be hotkeyed to toggle back and forth, with a corner notification.

 

i.e: "AAF SEU Position/Role Switched"

 

I'm just kind of a lazy fucker, and hate going into the MCM to switch it all the time for F/F anims. ;)

 

Posted

Not having a basic mechanic for top/bottom selection does seem like a pretty big oversight, I must say. Doing a bottom character sounds fun as well, but tops are a surprisingly big niche to neglect. Has there not been any big demand for it? I remember that what I think was the main naughty mod for Skyrim, way back when I experimented with it, had dialogue options for categories of sex, and who gets what position, I'm pretty sure. Not a step back I had expected.

Posted
57 minutes ago, Khajiit Tail said:

Not having a basic mechanic for top/bottom selection does seem like a pretty big oversight

 

Not that EB needs someone to defend him, however...It wasn't an oversight.

 

It's more along the lines of...top/bottom selection really didn't fit the original scope. EB's mods tend to start as small scope mods, that grow over time. They're never grandiose endeavors, nor are they over managed. They tend to be organically developed as time goes on, in very small increments...and Ego has always been receptive to feedback, and makes a point of implementing suggestions from the userbase...in some cases, he implements them exactly as described to him by folks. I should know, one of my first interactions with him was asking him for a small QoL feature on Violate. He implemented it exactly as I described it to him. Hence, we have a god mode toggle.

 

Circling back. By keeping scopes small, and evolving them over time is why these mods are must have for many folks. It's one of the reasons why SEU and Violate are two of the most stable mods in the Lewd Modding Stable...they grow slowly over time...based on EB's design, and feedback from folks. To wit: we asked for a top/bottom toggle...he'll probably stick it in at some point.

 

This is how he develops these mods, and I wouldn't have it any other way. ;)

Posted

I was thinking more in terms of the base AAF mod, which is supposed to be more of a robust framework, you'd think it'd have this kind of thing thought of. I mean hell, so far it seems EB's mod is the one here that DOES have at least some way of managing position, but base AAF seems not to, even though it otherwise is more nitty-gritty and about directly staging stuff.

Posted
7 minutes ago, Khajiit Tail said:

I was thinking more in terms of the base AAF mod

 

AAF isn't so much a mod, as it is a framework for other mods to utilize animations. This wouldn't be in scope for that either really; mod authors who use AAF are better suited to decide what their mod should and shouldn't be capable of within that context. That said, the debate over what AAF should and shouldn't do, or what it should be or shouldn't be has been done to death..let's not get that started.

 

It is what it is. I definitely think we'll see a bottom/top toggle in SEU though. So, I'm not too worried.

Posted (edited)

New Version 1.14 Uploaded

 

Added a new feature: Pressing either the Active hotkey or Passive hotkey while in a flirt or prostitution dialogue scene will toggle the role of the actors (top / bottom) in same-sex or ungendered animations.  This will usually have no effect in male/female animations since those animations explicitly assign the roles to male and female actors.

 

For reference, the "normal" position in flirting and prostitution is that the player (or companion, if the player is sharing their companion with another NPC) is in the "bottom" role; in the "reversed" position the player or companion is in the "top" role.

 

Edited by EgoBallistic
Posted

Hi,  I'm stuck with hotkeys inactive due to dialog. It's stayed like that for a few days now, surviving multiple fast travels and a couple of quests being completed. Anyway to unstick it like the aaf keyword?

 

I'm blaming Piper. She often wanders off mid-sentence

Posted

Can somebody tell me where to find the Four-Play version? It got removed from the forum. I need it for testing four play in VR. Its the only adult mod I got working and I hate starting animations with shooting on actors (mindless for four-play).

Posted (edited)

Not sure if this has been answered before or not but I think I'm having an issue with the keybinds, I've installed the mod through Vortex, and tried manually adding the mod by copying the files into my data folder, and everything shows up just fine in MCM with no issues, however I've rebound the Active and Passive hotkeys and tried them both but nothing has happened, there are no messages or prompts either to show that it did something or not.

 

Also included a Papyrus log after attempting to use the Active hotkey on an NPC.

Papyrus.0.log

Edited by Anonymous_using
Posted (edited)
3 hours ago, Anonymous_using said:

Not sure if this has been answered before or not but I think I'm having an issue with the keybinds, I've installed the mod through Vortex, and tried manually adding the mod by copying the files into my data folder, and everything shows up just fine in MCM with no issues, however I've rebound the Active and Passive hotkeys and tried them both but nothing has happened, there are no messages or prompts either to show that it did something or not

 

LooksMenu is either not installed or not activated.  This causes AAF not to load since AAF depends on LooksMenu.  This in turn causes SEU's scripts not to load because they depend on AAF.  So while SEU's plugin is loaded (which is why the MCM is visible) the mod itself is not running.

 

Note that if you are using the game's built-in mod manager you will have problems with LookMenu not staying activated.  That mod manager is garbage, and among other things it always deactivates plugins that don't have an explicit dependency on Fallout4.esm (and LooksMenu doesn't, since its plugin is just a placeholder to make the game load the BA2 archive) so this will keep happening.  I highly recommend you switch to MO2 or Vortex.

 

Edited by EgoBallistic
Posted (edited)
12 hours ago, EgoBallistic said:

 

LooksMenu is either not installed or not activated.  This causes AAF not to load since AAF depends on LooksMenu.  This in turn causes SEU's scripts not to load because they depend on AAF.  So while SEU's plugin is loaded (which is why the MCM is visible) the mod itself is not running.

 

Note that if you are using the game's built-in mod manager you will have problems with LookMenu not staying activated.  That mod manager is garbage, and among other things it always deactivates plugins that don't have an explicit dependency on Fallout4.esm (and LooksMenu doesn't, since its plugin is just a placeholder to make the game load the BA2 archive) so this will keep happening.  I highly recommend you switch to MO2 or Vortex.

 

 

Thanks a lot, I fixed the issue with LooksMenu auto disabling and the hotkeys are working just fine now, although now when I activate a scene nothing will happen and will tell me that hotkeys are disabled during scenes, is this a problem with AAF?

Edited by Anonymous_using
Posted
6 hours ago, Anonymous_using said:

Thanks a lot, I fixed the issue with LooksMenu auto disabling and the hotkeys are working just fine now, although now when I activate a scene nothing will happen and will tell me that hotkeys are disabled during scenes, is this a problem with AAF?

 

AAF probably got screwed up at some point because of the previous trouble, so your character is stuck with the "AAF busy" keyword.  Open the console and run these commands.  You can copy them from here and paste them into console, one at a time:

 

prid 14

callfunction "actor.removekeyword" AAF_ActorBusy

 

This will clear the busy flag on your character and allow AAF scenes to work again.

Posted
3 minutes ago, mrguyman57 said:

i think i messed something up and it keeps saying it hotkeys are disabled durring aaf scenes.

 

That happens if AAF is hung up and you try to play an AAF scene, either with this mod or any other way.  You can clear this with SEU's MCM:

 

image.png

 

If it keeps happening after that there is a problem with your AAF configuration that you will need to fix.

Posted
On 10/19/2022 at 6:13 PM, EgoBallistic said:

 

That happens if AAF is hung up and you try to play an AAF scene, either with this mod or any other way.  You can clear this with SEU's MCM:

 

image.png

 

If it keeps happening after that there is a problem with your AAF configuration that you will need to fix.

It removed it but it quickly came back

Posted
On 7/30/2022 at 3:10 PM, EgoBallistic said:

New Version 1.13 Uploaded

  • SEU will now display an explanatory message when a hotkey is pressed but functions are disabled (player is in AAF scene, in dialog scene, AAF is not working, etc.)
  • Added a "Reset AAF Scene Keyword" to the Misc section in the MCM, which can be used to remove stuck AAF keywords from the player

 

Thank you!

Posted
10 hours ago, mrguyman57 said:

It removed it but it quickly came back

 

That means AAF isn't working, it gets as far as adding the "locked" keyword and stops.  So you need to fix that, whatever the problem is.

Posted

I have this problem I didn't have before I updated SEU. I first got a message when clicking my hotkey, that a scene was ongoing, so therefor my hotkey was disabled. But your new mcm menu fixed that, but didn't start a new animation after diaologue. Just repeated the cicle by saying I was stuck in an aaf scene. So I verified my files through steam, and updated aaf to 166. Now my homekey is working again, and animations are being played. But the animations no longer consideres that my characther is a humanoid, and my player gets crushed into the weirdest shapes whenever the animation tag suggests canine, or super mutant animations. I can even hear super mutant voices coming out of the player characther. I have reinstalled aaf themes, and UAP. But it seems to still play whatever kinda animations, with a total disregard for species. Anyway I can fix this? This didn't use to be an issue. 

Posted
1 hour ago, Modtester 111 said:

But the animations no longer consideres that my characther is a humanoid, and my player gets crushed into the weirdest shapes whenever the animation tag suggests canine, or super mutant animations. I can even hear super mutant voices coming out of the player characther. I have reinstalled aaf themes, and UAP. But it seems to still play whatever kinda animations, with a total disregard for species.


This is a problem with your AAF configuration, nothing to do with SEU.

Posted
On 10/24/2022 at 7:28 AM, EgoBallistic said:


This is a problem with your AAF configuration, nothing to do with SEU.

I am having the exact same issue with the latest seu. 

 

Using a female character flirt or solicit a male and about 50% of the time the male is using the  supermutant animations and voice from leito's animation pack not the human ones. 

 

Disabling leito fixes the problem or going  back to the previous version of seu also stops the issue.

Posted
7 minutes ago, Kalamaki22 said:

I am having the exact same issue with the latest seu. 

 

Using a female character flirt or solicit a male and about 50% of the time the male is using the  supermutant animations and voice from leito's animation pack not the human ones. 

 

Disabling leito fixes the problem or going  back to the previous version of seu also stops the issue.

And I forgot to say I am following the latest aaf guide exactly on load order and only use the mods recommended.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...