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Posted
5 hours ago, panaku said:

the mod is installed and all and when i want to start the animation it will just do nothing..  the talking works but when the animation arrive .. nothing happen and it say player or npc in busy or in a aaf scene..

any help ?

 

2 hours ago, Burnripper said:

Got the same problem as panaku. Come back on Fallout after a break of two month, and your mod worked before (thx for your work btw) but now animations won't start after dialogues (including quest rewards). AAF is working. I run a bunch of mods and if the mod works fine for the others I guess it is an incompatibility issue with an another mod, probably one I installed recently. Could be the same for panaku.

I had this Issue for me it was

(XML)_Unlocked_Human_Anims_October19.rar

I don't know why it was stopping all animation's from starting but not haveing installed made it all work also if you have

Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) by Indarello that did the same also which is a shame I wanted that one to work

hope of this info help

 

 

Posted
31 minutes ago, anghelos92 said:

 

Let's see what we can do :)

Burnripper, many things have changed in two months, hope you have recheck the MCG requirements and updated them but not Savage Cabbage because many said that with v1.1 they had an error in AAF that prevented them to start scenes, so I recommend to use savage cabbage v1.0.4. My (XML)_Unlocked_Human_anims are updated and fix the savage cabbage v1.1 if you really want to use them but they change many things and they are incompatible with popular AAF patches like the One patch etc. So in that case stick with 1.0.4.

 

For both: when you load your non working game please check the admin tab in AAF wizard, to do so:

press the Home button (same as you would open the AAF wizard), press Del, press Del (you now see "admin"), press Enter. And please report back what errors that log reports and then we'll decide what is best to resolve your issue

Also for me the AAF wizard stops showing up after I leave vault 111 and turning this mod on like it says to is that normal? all still works just cant do anything with AFF home menu

Posted
10 minutes ago, Zillier said:

 

I had this Issue for me it was

(XML)_Unlocked_Human_Anims_October19.rar

I don't know why it was stopping all animation's from starting but not haveing installed made it all work also if you have

Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) by Indarello that did the same also which is a shame I wanted that one to work

hope of this info help

 

 

@panaku @Burnripper yes doing this could also help if you installed the unlocked anims because those patches are not compatible with many other patches for AAF that you probably have also installed.

Thanks Zillier :)

8 minutes ago, Zillier said:

Also for me the AAF wizard stops showing up after I leave vault 111 and turning this mod on like it says to is that normal? all still works just cant do anything with AFF home menu

This is not normal, but I can't see how this would be related to this mod. Maybe the AAF wizard is currently unavailable for its own reasons , try to reload your save and progress your game a bit. I think it could come back without doing anything in particular.

Posted

Again about RSE CSA abduction events...

 

I finally have managed to compile modified script and it even does work, at least during my quick test after my character was raped by a supermutant MCG increased "submissive" counter. But I'm still not sure that I did all correctly, CK sweared to a missed "raiderpet" stuff (class? function?) though I installed this mod before running CK.

 

So, if Flashy included sources in his mod, maybe it is possible just to add modified script to MCG downloads as option?

Posted
5 minutes ago, khrenj said:

Again about RSE CSA abduction events...

 

I finally have managed to compile modified script and it even does work, at least during my quick test after my character was raped by a supermutant MCG increased "submissive" counter. But I'm still not sure that I did all correctly, CK sweared to a missed "raiderpet" stuff (class? function?) though I installed this mod before running CK.

 

So, if Flashy included sources in his mod, maybe it is possible just to add modified script to MCG downloads as option?

That raider pet stuff missed is probably a source file of Raider pet mod that you miss in your Source/User folder, this is because when you compile all the source must be loose file. But if you successfully compiled those scripts they should work without problems. 

 

About including those modified script as an option for MCG, I think it would be better if you create your own download topic here in loverslab and call it maybe CSA abduction - MCG sex type compatibility patch, or what you want  :)

Posted
7 minutes ago, anghelos92 said:

About including those modified script as an option for MCG, I think it would be better if you create your own download topic here in loverslab and call it maybe CSA abduction - MCG sex type compatibility patch, or what you want

No, it is too much for me ? I barely understood what I did. LL is already filled by (semi-)abandoned patches...

Posted
3 hours ago, Burnripper said:

Got the same problem as panaku. Come back on Fallout after a break of two month, and your mod worked before (thx for your work btw) but now animations won't start after dialogues (including quest rewards). AAF is working. I run a bunch of mods and if the mod works fine for the others I guess it is an incompatibility issue with an another mod, probably one I installed recently. Could be the same for panaku.

There are a number of new animations that are busted and sometimes, MCG/AAF will pick those (Atomic Lust -Spork is one) and it seems as if your 2 partners are idle, and some animations are just that, idles that need button pushes to advance. I am always changing poses just to head off those distractions.

Posted

New robbery options seems to work fine, but I noticed that my pip-boy was removed too and then was reverted back but without my fancy cool skin. Is it needed? What if I would have Pip-pad instead?

 

Version 2.9.50, didn't have time to update to 2.9.54, you are too fast ?

Posted
32 minutes ago, khrenj said:

New robbery options seems to work fine, but I noticed that my pip-boy was removed too and then was reverted back but without my fancy cool skin. Is it needed? What if I would have Pip-pad instead?

Unfortunately yes it is needed because the Pipboy is an armor as base object and also when you are robbed by value the vanilla pipboy get equipped after. You can manually equip back your pip-pad  if you check the formId with FO4edit and run the consolle command player.equipitem xxxxxxxx where xxxxxxxx is you pippad formId

 

Edit: this is valid also for 2.9.54 unfortunately

 

Edit2: wait a minute...there could be a way to add compatbility if you feel crafty... Open FO4edit, locate the pippad armor in your pippad mod, copy its form id, locate the quest AnghelosRespawnQuest, then locate the property PipBoy > object Union > FormId, edit that and paste the formId of your pipad then save.

 

Note that this will be reverted back on each MCG update though and you should not make a patch override for the respawn quest because i may edit the script ptoperties in my updates.

 

Sorry i could not do a screenshot, so i used my phone:

DSC_0041.thumb.JPG.573516d57780296ee7dacb7686ef1458.JPG

 

Posted
1 hour ago, anghelos92 said:

Unfortunately yes it is needed because the Pipboy is an armor as base object and also when you are robbed by value the vanilla pipboy get equipped after. You can manually equip back your pip-pad  if you check the formId with FO4edit and run the consolle command player.equipitem xxxxxxxx where xxxxxxxx is you pippad formId

...

Edit2: wait a minute...there could be a way to add compatbility if you feel crafty... Open FO4edit, locate the pippad armor in your pippad mod, copy its form id, locate the quest AnghelosRespawnQuest, then locate the property PipBoy > object Union > FormId, edit that and paste the formId of your pipad then save.

Is it possible just to exclude pip-boy when robbing player?

Posted
2 minutes ago, khrenj said:

Is it possible just to exclude pip-boy when robbing player?

No because the pipboy is treated as Armor in CreationKit and since you have the stealbyvalue or steal by base object enabled the pipboy is removed then i equip it back at the end of the stealing. But i revert it back using the vanilla pipboy...if i'll have time i will make a patch for your mod in the script itself...

 

Posted

Was going to come in and mention that the npc initiative, npc on npc, and respawn system wasn't working for me. Then realized I'm dumb and forgot to enable them in the options lol.

 

Everything is going good now though, just wanted to pop in and say thanks for all your work on this! :)

Posted
38 minutes ago, Demi-lich said:

My lust don't going down. tryed FF, tryed FM.  no wear too. Infamy working.... What can be wrong?

In the option list  times ppl f*cked  zero all

Did you used the button to start the mod? What are your settings about lust and mood system?

Posted
4 hours ago, anghelos92 said:

Did you used the button to start the mod? What are your settings about lust and mood system?

Yes, i used the button to start. Lust and mood is ON, 

Posted
41 minutes ago, Demi-lich said:

Yes, i used the button to start. Lust and mood is ON, 

Also orgasm and racial preference is on?

Did you started a new game or used a previous game? And if you used a previous game did you installed MCG months ago on that same version?

Posted

The patch you made for me has done wonders for my gameplay. If you add anything, I would hope there might be a way to enhance the dating experiance. Also not a big fan of killing things to gain points. It could be visiting certain locations, maybe a randomized task, simple kissing or hugging that gains points. If you get lucky flirting with them for sex? .......Try to kill robots when you know bots are nowhere near you. Even creatures are tough unless you start slaughtering Ragstags for kicks. :face_boar::face_bear::face_cow::face_mouse::face_wolf::face_dog::skull::dizzy:

Posted

Got a bit of a snag...

AAF freezes up when trying to start any action from MCG.

AAF beta 97.. Is that the version you all are using? Only other previous version for AAF would be 80.1 or older.

 

1667803228_Fallout4Screenshot2019_10.09-06_46_57_12.png.45c63843771ea252519a1a1b049f0d9b.png

 

Edit add: Thought I would mention, when I use SEU, it works correctly... (older image, didn't remove the FP Attributes correctly, as they won't be needed while using MCG, fixed for previous screenshot)

 

1067948088_Fallout4Screenshot2019_10.09-04_28_24_92.png.276c8c879132c2b0842e15eff06859dc.png

Posted
1 minute ago, Airianna said:

Got a bit of a snag...

AAF freezes up when trying to start any action from MCG.

AAF beta 97.. Is that the version you all are using? Only other previous version for AAF would be 80 or older.

 

1667803228_Fallout4Screenshot2019_10.09-06_46_57_12.png.45c63843771ea252519a1a1b049f0d9b.png

 

 

Did you do delete,delete till you get administration mode for AAF...Will then give you error page. Some will be built in because One Patch is not updated yet, but we know those errors but anything else might be illuminating.

Posted

Just expected ones, Like disabled Crazy Gun, don't use it anyway...

I removed the unlimited Follower mod, as it was causing problems with quest markers...

Couldn't locate the Vadermani anims... I think it's one that's been taken down.

 

The rest of the errors are about the positions being removed, so they shouldn't be in the selections list for AAF.

 

194464462_Fallout4Screenshot2019_10.09-07_20.18_100.png.b5c52aa8893ec0c16dc2cf267351677f.png

 

1435321072_Fallout4Screenshot2019_10.09-07_25_06_70.png.4b3e1824a61a29b24e5194baec4302e2.png

 

Nothing fatal... and as I modified my previous post, I was showing that SEU works just fine.

 

1659028944_Fallout4Screenshot2019_10.09-07_27_18_11.png.27d9a1c23bc978a4cad2815be0e08029.png

 

Posted
6 minutes ago, Airianna said:

Just expected ones, Like disabled Crazy Gun, don't use it anyway...

I removed the unlimited Follower mod, as it was causing problems with quest markers...

Couldn't locate the Vadermani anims... I think it's one that's been taken down.

 

The rest of the errors are about the positions being removed, so they shouldn't be in the selections list for AAF.

 

194464462_Fallout4Screenshot2019_10.09-07_20.18_100.png.b5c52aa8893ec0c16dc2cf267351677f.png

 

1435321072_Fallout4Screenshot2019_10.09-07_25_06_70.png.4b3e1824a61a29b24e5194baec4302e2.png

 

Nothing fatal... and as I modified my previous post, I was showing that SEU works just fine.

 

1659028944_Fallout4Screenshot2019_10.09-07_27_18_11.png.27d9a1c23bc978a4cad2815be0e08029.png

 

Did you do something to Leitos mod? Should not be missing those specific animations..

Posted

Only installed it... I don't mess with XMLs, as they confuse me.

 

And now, when trying to interact with her...

 

563440939_Fallout4Screenshot2019_10.09-07_44_38_53.png.06d3eaf474175f32cc337768e81bbb64.png

 

used dialog to tell her to stay, then used MCG's hotkey... She isn't found. I am just having bad luck with it so far.

Posted
9 minutes ago, Airianna said:

Only installed it... I don't mess with XMLs, as they confuse me.

 

And now, when trying to interact with her...

 

563440939_Fallout4Screenshot2019_10.09-07_44_38_53.png.06d3eaf474175f32cc337768e81bbb64.png

 

used dialog to tell her to stay, then used MCG's hotkey... She isn't found. I am just having bad luck with it so far.

If you disable this mod, did AAF ever work for you? Did you have same errors? The Leitos ones should not be there at all, unless you are using a nod that changes Leotos as in an outdated patch..

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