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AAF Morning Sex With Lover


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About This MOD
+ When a romanced companion who woke up together speaks "Pillow-Talk", this little MOD calls an AAF scene with three probabilities and some customizable settings.

- This MOD works with "Romanceable Vanilla and DLC Companions". If you want this MOD to works with "Romanceable Non-Vanilla Companion", you need to create a patch esp.

- I'm not good at English, like couldn't sense difference between dude vs. buddy, or probability vs. possibility. So... please bear with my poor English and  I hope that I can tell you what I want to tell. Sorry.
 

+ 2019/03/01 - There is no update. Added two links to patch section.

 

Requirements
+ Nuka-World DLC (If you use Gage. "No Nuka-World esp" is available in the FOMOD.)
+ AAF Beta26 or above
+ MCM v1.11 or above

 

Conflicts
+ Any MODs that changes "Pillow Talk" dialogue.
- Player's comments on "Pillow-Talk" will be conflicts. So patched esp for "PlayerComments MOD" is available in the FOMOD. Load this MOD after "PlayerComments.esp".
- If there are any other MODs that needs patches, please let me know.

 

How to Work
+ Basically, when PC wakes up, -> The romanced companion wakes up with pillow-talk, (Up to this point, this MOD do nothing,) -> Probability calculation, -> The companion approaching to PC, -> Then starts an AAF scene. Simple as that.

 

+ To start an AAF scene, the following conditions must be met.
+ The companion who spoke the pillow-talk must be within the distance set in the MCM.
+ The player character must not hold a weapon (or bare-hands), and not be in combat state.

+ Also, the "pillow-talk" must be played within 10sec after the sleep menu is executed and blackout is completed.

 

+ This MOD checks whether the companion is in wake-up animation, considering the case that the pillow-talk dialogue is played at normal times.
- However, since Danse is always in PA, the wake-up animation will not be played. So, only in his case, if he is in PA, he clears the condition and no longer needs to be in wake-up animation. Please let me know if there is any problem with this.

- Dance now uses the same checking method as other companions.

 

Some MCM Settings and Features

 

++ MSWL's Settings 

+ Main Switch is in MCM. There are also the rings alternative to the main switch (no need any equip-slot), these can be crafted at the Chemistry station.

 

+ ON/OFF of [Check the Player's Sleep State]

- When set to "Do Not Check", this MOD ignores whether the sleep menu was executed just before the "pillow-talk".

 

+ High Chance, Medium Chance, Low Chance
- Scripts with different probabilities are attached to each dialogue. You can change the number of probabilities, but you cannot change the type of probability. Sorry.

 

+ Waiting Time in Seconds (You can change this number in MCM)
- There is a little waiting time for RP, before and after an AAF scene. The companion will follows the PC and looks at the face. (Some companion management MODs may interfere with the function of looks at the PC's face.)

 

+ Minimum Sleeping Hours

- If the sleeping hours is shorter than or not equal to the setting hours, MSWL scene will not be started.

 

++ AAF Scene Settings (Only affects MSWL's AAF scenes)

+ Duration of Animations
+ ON/OFF of [AAF's "travel and wait" Packages]
+ ON/OFF of [Animations Using Furniture]
- (You can set a percentage for "furniture-preference", also set the "Furniture Scan Radius", in MCM.)
+ Whether to include aggressive animations or not, or use aggressive animations only.
- (Tags MOD like "Animation Position Tags" or "[AAF] Themes (beta)" by Halstrom is required.)

 

+ ON/OFF of [Change Subs' Expression to "in Pain", If "Aggressive" Animation is Playing]
- Note that if "xxx_animationData.xml" has any animations with blank gender settings, and the actor nodes in that animation node are not in the order of F then M, this function dose not works well. (Not the subs' expresson, but the aggressor's expression will be changed to "in Pain".)
- If "ignore_animation_genders" in "AAF_settings.xml" is "true", "the order of F then M" is required for all animations.
- If not works well, please turn off this function or edit those xml.

Examples for required order:
    <animation>
        <actor gender=""> Settings for "Receiving" Actor, like Female. </actor>
        <actor> Settings for "Giving" Actor, like Male. </actor>
    </animation>

    <animation>
        <actor gender="F"> Settings for "Receiving" Actor, like Female. </actor>
        <actor gender="M"> Settings for "Giving" Actor, like Male. </actor>
    </animation>

 

++ About PC's Position (Only affects MSWL's AAF scenes, and Most only affects the same-sex scenes)
- Receiving, Giving, Random

 

+ If "ignore_animation_genders" in "AAF_settings.xml" is "false (Default)", this setting will works with the following animations.
- Same-sex animations.
- If there are any animations with blank gender settings, such as <actor gender =""> line or "gender =" is omitted, in the "xxx_animationData.xml". In this case, "the order of F then M" is required for those animations.

 

+ If "ignore_animation_genders" in "AAF_settings.xml" is "true", this setting will works with the following animations.
- "The order of F then M" is required for all animations.
- All animations regardless of gender settings (...I think).

 

++ The AAF_GenderOverride Rings
- Add/remove the following keywords to equipped character. These rings can be crafted at the Chemistry station. (Only works with unique characters).
- Characters with these keywords are treated as the indicated gender in AAF.
- If you add/remove these keywords in the middle of the playing, you will need to save and load for reset the AAF's cache or something to actually apply the keyword to the character.

 

+ AAF_GenderOverride_Female
- Cum Overlays after animations will be applied. Male genital morph will be no longer apply.

- "ON/OFF of [Morph a Male PC who has "Female Keyword"] for MSWL's AAF scene" is available in MCM. (ApplyMorphSet to OverrideFemale-Male seems to works only for PC (or Doppelganger), for now.)

 

+ There is an experimental function for "Non-MSWL's AAF Scenes" to morph the OverrideFemale-Male player character.
- There is no way to get the gender setting of the animations, so we cannot get whether the PC is Receiving or Giving in another MOD's scenes.
- When this function is enabled, regardless of the animation's morph settings, the male organ will be morphed at a certain angle.
- So, please do NOT enable this function for the player character that planned to also plays the role of "Giving". Only use for "Receiving" PC.
+How to set
- Player character must be male in the game's gender.
- Player character must have "AAF_GenderOverride_Female" keyword.
- It must be set to "Receiving" in MSWL's MCM (as a reminder. This does not actually set the PC's position in another MOD's scenes).
- set MSWL_Global_MorphOverrideFonNonMSWLScene to 1

+ AAF_GenderOverride_Male
- Cum Overlays after animations will be no longer apply.
- I have not tested what happens to female's strapon, sorry.

 

++ Turn PlayerComments MOD OFF During the Scenes
+ Only during the MSWL scenes.
- For no more comments on the partner's naked body or Race or something.

 

Patch ESPs For "Non-Vanilla Companions"

Meet FULLY VOICED Insane Ivy 4.0! By Reginald_001

https://www.loverslab.com/topic/100597-meet-fully-voiced-insane-ivy-40/?do=findComment&amp;comment=2507881


I'm Darlene v1.13 By Gépalladium

https://www.loverslab.com/topic/114400-aaf-morning-sex-with-lover/?do=findComment&comment=2541851

 

 


  • Submitter
  • Submitted
    01/03/2019
  • Category
  • Requires
    AAF Beta26 or above, MCM v1.11 or above, Nuka-World DLC (If you use Gage)

View File

 

Link to comment
1 hour ago, clvn6317 said:

How can I apply it to a custom companion?

Hi, clvn6317.

This MOD calls an AAF scene using the script attached to each wake-up dialogue, and checking if she/he is in the waking-up animation.

 

So, does she/he have the function to wake up with the player character? Does she/he have the wake-up dialogue that she/he uses when she/he woke up with?

If she/he has, then we need to attach this MOD's script to that companion's wake-up dialogue.

If she/he does not have, then I could not support that companion MOD, sorry ?.

 

If you are familiar with FO4Edit, compare that companion's dialogue you want to add with the vanilla companion's dialogue this MOD has changed, and drag and drop to copy entire VMAD.

Note that there are three script that "MSWL_RandomLow", "MSWL_RandomMedium", "MSWL_RandomHigh", and three scripts have three different properties.

And if that dialogue already has any scripts, please do not overwrite it.

 

And if you don't know what I'm explaining, then I can make a patch esp for that companion MOD for you. If so, please let me know. Thank you ?.

Link to comment

Hi, torn. I'm sorry for this MOD does not works for you ?.

Would you please turn on debug of this MOD in MCM? Then please give me Papyrus.0.log which recorded until the player character wakes up with romanced companion.

 

And sorry for the late reply. I was currently using AAF Beta 35, so It took me time to update to Beta 48.

In my case, this MOD worked with AAF Beta 48, so it does not seem to matter what the AAF's version is. Thank you.

Link to comment
45 minutes ago, torn said:

Thank you! Sorry to trouble you .

Quote

[01/06/2019 - 11:00:05PM] MSWL: Player is IsInCombat or IsWeaponDrawn, or Lover is not on waking up state, or MSWL is OFF.

This log means that the player character is holding a weapon, or in battle status, or MSWL is turned off in the MCM, or the companion is not in the waking-up animation.

 

I assume that you have cleared the above conditions, but are there any conditions that have not been cleared?

Link to comment

Hi. I appreciate your taking the time to do this.

1 hour ago, torn said:

The companion is next to the player and with the bed.

Does this mean that the target companion is still sleeping in bed? Or moving to get up from the bed?

 

Open the console immediately after waking up, click on the target companion, enter "GetSleeping" (minus quotation), and if "4" is returned, that companion is about to get up from the bed, so this MOD's condition is matched.
If "3" is returned, means the companion is still sleeping in bed, so the condition of this MOD is not matched. (This condition was set to avoid conflict with other MODs.)

 

I'll attach the edited script below. This script will clear the condition even if the target companion is still sleeping (if "3" is returned).

 

If this does not work, means it's stuck with another conditions such as whether in battle. So I'll attach another script next time to narrow down. (If you could possibly spare more time for me.)

Thank you!

MSWL_TestScripts.zip

Link to comment

I understand why it does not work. The companion does not wake up in beds located in the houses. No animation of getting out of bed. He just stands next to the bed. But if you put the bed right on the street, then the companion has the animation of getting out of bed, and after that the mod works.
How to fix it?

Link to comment
15 minutes ago, torn said:

The new script did not help. Nothing happens.
The answer in the console is 0.00

"0" means that the companion is not using a bed and the like. But the screenshot of your saved data showed a normal bed, so... are you using any MODs that changes romanced companion's behavior? I checked your MOD list but I thought didn't find it.

 

Anyway, I'm going to add ON/OFF function that whether or not to check the sleep state to MCM.

I'll update this MOD when finished,  so please wait a little while more. Thank you very much for your help and patience!

Link to comment
18 minutes ago, torn said:

I understand why it does not work. The companion does not wake up in beds located in the houses. No animation of getting out of bed. He just stands next to the bed. But if you put the bed right on the street, then the companion has the animation of getting out of bed, and after that the mod works.
How to fix it?

I am sorry, it takes time for me to write in English that's somehow readable ?.
I think the companion cannot sleep if there is not enough space around the bed, especially side of left, yes, I think it's left side... Uh... Maybe right side...?

Anyway, I'm going add the function, so please wait a little while more. Thank you!

Link to comment
7 minutes ago, torn said:

Perhaps you need to create an appropriate dialogue with the companion after the player wakes up. Let the companion come to the player and start a dialogue about sex.

Thanks for your suggestion ?

The companions dialogue that MODs adds sometimes may not match the RP, the situation, and the companions themselves. So, I personally want to avoid it as much as possible. (And my skills are not enough for that ?.) Well, I will think about it. Thank you again!

Link to comment
1 hour ago, torn said:

I understand why it does not work. The companion does not wake up in beds located in the houses. No animation of getting out of bed. He just stands next to the bed. But if you put the bed right on the street, then the companion has the animation of getting out of bed, and after that the mod works.
How to fix it?

Sorry, one more point. If the Nav-mesh does not exist from the ground to the side of the bed, or under the bed, NPC does not use that furniture. Sometimes seen in the added floors or homes (or vanilla pre-buildings sometimes may be lost the Nav-meshes if moved with PlaceAnywhere etc).

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