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Posted
10 hours ago, Mark Antony said:

do you use UAP btw? And i think its cause its applying an erection morph to an already erect body for me 

 

I don't use UAP (or any animation patches besides SLP because Leito's pack needs help to work with modern AAF), so yes I suppose that could explain why mutie erections look correct for me.

Posted
On 7/1/2022 at 9:52 AM, Mark Antony said:

do you use UAP btw? And i think its cause its applying an erection morph to an already erect body for me 

 

Same as @vaultbait, I do not use UAP. Rather, i use the same author's Creature Resources. It's a minimalistic version of UAP and is (in my opinion) cleaner and less prone to bugs

  • 2 weeks later...
Posted
On 2/7/2022 at 1:35 PM, Vel W said:

Following on topic, i believe erection up/down are working fine on my end. Here you see the mutant's penis bending up properly so it is going into the woman's vagina instead of sticking out her crotch (which would be the case if Erection Up did not get called by AAF)

 

 

20220207202418_1.jpg

AAF_morphSetData.xml 3.01 kB · 17 downloads rxl_bp70_anims_morphSetData.xml 757 B · 14 downloads BodyTalk2_MorphSetData.xml 1.7 kB · 13 downloads

 

I admit it'd be easier to tell when this was a video instead of a picture, so you can see that the penis really morphs properly and goes in when the pumping is going on.

 

From this post here, I learned of a "Erection" to="1"  to "Erection" to="-1" trick. However, such changes (I made 11 of them) across the 3 XMLs (attached) in my Data/AAF folder made 0 differences. So currently I am using a mini ZIP mod i crafted to install/uninstall when playing AAF animations, so as to switch between world states where male creatures have 100% or 0% erections. If that makes any sense 

 

Could you share the mod you made to switch between 100% and 0% erections? I am having the same issue...

Posted
12 hours ago, CedricDnnersby said:

Could you share the mod you made to switch between 100% and 0% erections? I am having the same issue...

 

Now, it does make all the mutants and male humans in the game world have 100% erection all the time. So it's a duct-tape fix i whipped up and i recommend that you only install it when playing these animations (unless you don't mind perma-erect mutants)

 

It has no ESP so is safe to install/remove any time

AAFAdultMode.zip

Posted
On 7/17/2022 at 5:25 AM, Vel W said:

 

Now, it does make all the mutants and male humans in the game world have 100% erection all the time. So it's a duct-tape fix i whipped up and i recommend that you only install it when playing these animations (unless you don't mind perma-erect mutants)

 

It has no ESP so is safe to install/remove any time

AAFAdultMode.zip 1.06 MB · 2 downloads

Yeah, i knew about that solution already, i was hoping you found a way to switch between the two states on the fly. Guess we will have to live with supermutants being inconsistent for the time being...

 

But thanks anyways :)

  • 2 weeks later...
Posted (edited)

Bug Report

 

There's a problem with the latest version (v1.1.5). The extended/vanilla option has been removed so the FOMOD is treating it as a vanilla choice and not installing the extended version.

 

Workaround for now is to copy the new Supermutant mesh folder into v1.1.4 (which works) or copy the Fomod from v1.1.4 into 1.1.5 (untested but should work as well.

 

I don't use the UAP patch so haven't tested that

Edited by Slorm
Posted (edited)
7 hours ago, Slorm said:

Bug Report

 

There's a problem with the latest version (v1.1.5). The extended/vanilla option has been removed so the FOMOD is treating it as a vanilla choice and not installing the extended version.

 

Workaround for now is to copy the new Supermutant mesh folder into v1.1.4 (which works) or copy the Fomod from v1.1.4 into 1.1.5 (untested but should work as well.

 

I don't use the UAP patch so haven't tested that

yeah, bcs vanilla option doesnt need to be an option anymore since extended skeleton is fixed. I included the skeleton.hkx file in "vanilla" directory so its installed. Also the same reason i removed the freeze fix esp

The extended folder is just there bcs i forgot to delete it, just ignore it, its not a bug.
image.png.82d35fbcc4fa7cdad9d2a66c7a6857e8.png

Edited by Ulfberto
Posted (edited)
2 hours ago, Ulfberto said:

yeah, bcs vanilla option doesnt need to be an option anymore since extended skeleton is fixed. I included the skeleton.hkx file in "vanilla" directory so its installed. Also the same reason i removed the freeze fix esp

The extended folder is just there bcs i forgot to delete it, just ignore it, its not a bug.
image.png.82d35fbcc4fa7cdad9d2a66c7a6857e8.png

 

Sorry to be a pain, I just rechecked but the fomod is not copying those files across, none of them appear although the rest of the mod is in place (esp's etc) just not those files listed above. If I revert back to the old fomod with the those copied into Vanilla and use the Vanilla option then they do appear.

 

I'll have a look through the fomod xml to see if I can spot anything

Edited by Slorm
Posted (edited)
1 hour ago, Slorm said:

Sorry to be a pain, I just rechecked but the fomod is not copying those files across, none of them appear although the rest of the mod is in place (esp's etc) just not those files listed above.

 

Agreed, it didn't install a Supermutant directory under Meshes\Actors for me, but I see it's included in the FOMOD under 30 Assets\Super_Mutant\00 Required if I unpack it.

 

Edit: Skimming ModuleConfig.xml I can see that tree only gets installed if the SMBody flag is set, but nothing sets that in any installStep.

Edited by vaultbait
Posted

After downloading 1.1.5 my game says that my save relies on SuperMutantFreezefix.esp and when I try to re enable the last version it still says its missing. Because of this I can't load my game due to it crashing after my save loads in. I'm quite annoyed because idk why this is happening, and I've also tried restoring my save games plugins to get it back but it says that I can't restore the plugin. Its my only missing plugin and I can't play the game because its missing. 

Posted
Just now, GalaxyRequiem said:

After downloading 1.1.5 my game says that my save relies on SuperMutantFreezefix.esp and when I try to re enable the last version it still says its missing. Because of this I can't load my game due to it crashing after my save loads in. I'm quite annoyed because idk why this is happening, and I've also tried restoring my save games plugins to get it back but it says that I can't restore the plugin. Its my only missing plugin and I can't play the game because its missing. 

Ah, I decided to look at earlier comments. I see its trying to be fixed? Are others having this problem?

Posted
5 hours ago, Slorm said:

 

Sorry to be a pain, I just rechecked but the fomod is not copying those files across, none of them appear although the rest of the mod is in place (esp's etc) just not those files listed above. If I revert back to the old fomod with the those copied into Vanilla and use the Vanilla option then they do appear.

 

I'll have a look through the fomod xml to see if I can spot anything

sorry for that. there was a bug in the fomod indeed. I forgot to change the flag to install the files from required folder in conditional installations. Should be working now with the fix

Posted
8 hours ago, Ulfberto said:

sorry for that. there was a bug in the fomod indeed. I forgot to change the flag to install the files from required folder in conditional installations. Should be working now with the fix

 

Brilliant, that does the trick :beer:

Posted (edited)

I apologize for the trouble, but since installing to version 1.1.5 (including the fix version which followed it) I can't seem to make the deathclaw penises show up no matter what method I use to install the creature resources (whether I have it overwrite the indarello patch files or whether I don't let it overwrite them). The meshes seem to install, but they don't show up during the animations. The deathclaw_new esp is installing, and the mesh files seem to be getting installed as well, but they're just not working.

 

Unfortunately, I no longer have the previous pre-1.1.5 version of the creature resources to revert to that. Did something change with the deathclaw penises? If they did change, is there somewhere I can find an older version of this to revert for the time being? Thanks :)

 

Post Script: I've been testing, and I figured out it's just that the Deathclaw Matriarchs apparently don't get penises (which is okay, of course). A normal deathclaw gets them, so it is not related to the version 1.1.5. :)

 

Edited by Karna5
Posted

After some checking I learned that the SuperMutantFreezeFix.esp plugin I needed wasn't from Creature Resources, but rather UAP. The newest version of UAP doesn't have that plugin that I need.

Posted
53 minutes ago, GalaxyRequiem said:

After some checking I learned that the SuperMutantFreezeFix.esp plugin I needed wasn't from Creature Resources, but rather UAP. The newest version of UAP doesn't have that plugin that I need.

 

The latest releases of Creature Resources and UAP (use one or the other, not both) now include a fixed super mutant skeleton, so the "freeze fix" has been removed because it's unnecessary.

Posted
4 hours ago, vaultbait said:

 

The latest releases of Creature Resources and UAP (use one or the other, not both) now include a fixed super mutant skeleton, so the "freeze fix" has been removed because it's unnecessary.

Ah okay, I tried that earlier and it ended up working. I just didn't know if that was what I was actually supposed to do, so now I'm running the new creature resources but the older UAP. Thanks for the advice though I appreciate it none the less.

Posted
1 hour ago, GalaxyRequiem said:

Ah okay, I tried that earlier and it ended up working. I just didn't know if that was what I was actually supposed to do, so now I'm running the new creature resources but the older UAP. Thanks for the advice though I appreciate it none the less.

 

There was a problem yesterday with the CR 1.1.5 package, corrected in the "1.1.5fix" version from today.

Posted

Funny I don't remember anyone contacting me and asking to post my hkx file...Fyi Vader666 did not fix the original file, what he fixed was my proof of concept I was working on, he had absolutely no right to come here and offer you my work, especially being it's not anywhere near finished. @Ulfberto, I have no issue with you, nor do I intend to deny the community use of the file, but this needs to be set straight 

Posted

I'm not sure how I need to word this, but is there a guide on how to add penises to a mesh that will end up overwriting the mesh this comes with? If it is possible, would AAF recognize the new mesh? I'm assuming that anything that overwrites the Resource mesh will prevent penises from showing up during animations. Or would AAF default to the Resouce mesh in scenes if the new mesh is saved in a different file location? If this sound stupid it's because I'm AAF-stupid.

Posted
3 hours ago, ZipZop said:

I'm not sure how I need to word this, but is there a guide on how to add penises to a mesh that will end up overwriting the mesh this comes with? If it is possible, would AAF recognize the new mesh? I'm assuming that anything that overwrites the Resource mesh will prevent penises from showing up during animations. Or would AAF default to the Resouce mesh in scenes if the new mesh is saved in a different file location? If this sound stupid it's because I'm AAF-stupid.

thats pretty simple it doesnt need any guide. You just have to import the new mesh as nif to outfit studio.
If you check the bodyslide resources, youll see the penis and body are in the same project, so they are in the same nif. They are just separated objects. If you need help or would like to know how to implement that, you can bring it to my server where ill be able to give more details.

Posted

Has anyone looked into creating compatibility with the Capital Wasteland feral ghoul model yet? Been looking for the same thing for non feral's too because the CW models just look so much more stylized and interesting during normal gameplay as well.

Posted
1 hour ago, DullestKnight said:

Has anyone looked into creating compatibility with the Capital Wasteland feral ghoul model yet? Been looking for the same thing for non feral's too because the CW models just look so much more stylized and interesting during normal gameplay as well.

the author dont want his stuff to get nsfwfied, so not gonna happen ?

Posted
2 hours ago, ADisappointment said:

Just a little question but, why does the newest version of UAP crash when I use this mods newest version on the load screen? Is there something I am missing? 

Please bring your issue to UAP discord support server. This is AAF Creature Resource thread:
https://discord.gg/AAUTgsJ76q

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