Gray User Posted August 18, 2022 Author Posted August 18, 2022 2 minutes ago, Gray User said: Not dead. Download worked fine last I checked. But I'm not updating to keep up with the host of file managers/AAF xml packs/etc/etc that are out there. If someone else would like to, they have my blessing to do that. Message me and I can link to it from the main page for this file. Going to sound like one of *those modders,* but because of how heavily customizable AAF is, people will probably need a certain amount of know how to get all the different mods to work together. Or find someone who keeps a compatibility patch up to date. I don't check in more than a couple times a month, less often. But if you post details (do other AAF animations work, do these show up in AAF, have the animations and the xml files unpacked in the correct folders) I will help what I can. Had a thought. My practice is to get my game to a state where I like what I have and then never update anything (including AAF and all dependent mods). I would not expect an AAF update to break this mod (the Jedi master who writes it is generally very good about such concerns), but if that did happen...yea, maybe the mod would be dead unless someone else picks it up (b/c I suck and don't want to break my carefully tuned custom setup to do more development work).
Tinman2u Posted August 24, 2022 Posted August 24, 2022 (edited) On 8/17/2022 at 11:43 PM, Gray User said: Had a thought. My practice is to get my game to a state where I like what I have and then never update anything (including AAF and all dependent mods). I would not expect an AAF update to break this mod (the Jedi master who writes it is generally very good about such concerns), but if that did happen...yea, maybe the mod would be dead unless someone else picks it up (b/c I suck and don't want to break my carefully tuned custom setup to do more development work). Great mod but I recently downloaded a patch to add Devious Devices mouth gags to the appropriate anims and I'd like to move ALL these anims from a LOVING tagged tree to a ROUGH tagged tree because the mouth gag tends to persist into other non-S&M animations. Can I do that by editing the XMLs and if so, which ones? Oh, and would you happen to know what I would need to do to keep the Devious Devices mouth gags from persisting like that? Edited August 24, 2022 by Tinman2u
Gray User Posted August 25, 2022 Author Posted August 25, 2022 7 hours ago, Tinman2u said: Great mod but I recently downloaded a patch to add Devious Devices mouth gags to the appropriate anims and I'd like to move ALL these anims from a LOVING tagged tree to a ROUGH tagged tree because the mouth gag tends to persist into other non-S&M animations. Can I do that by editing the XMLs and if so, which ones? Oh, and would you happen to know what I would need to do to keep the Devious Devices mouth gags from persisting like that? Good news is, yes, if I understand your ask, and I remember the details of how things work, you can do that by editing xml files (each animation should have a series of tags attached to it, and probably it's just a question of deleting the one you don't want and adding one you want. Bad news is, I think the exact file will depend on what compatibility patches you use. But, it'll be the xmls in your /AAF folder, and you can edit them with notepad (or notepad++, which you should get if you don't have it). Probably these will have the _positiondata ending. So, example, you just have my mod and no compatibility patches or anything, you would edit Graymod_positionData.xml. 1
Tinman2u Posted August 26, 2022 Posted August 26, 2022 (edited) On 8/24/2022 at 11:37 PM, Gray User said: Good news is, yes, if I understand your ask, and I remember the details of how things work, you can do that by editing xml files (each animation should have a series of tags attached to it, and probably it's just a question of deleting the one you don't want and adding one you want. Bad news is, I think the exact file will depend on what compatibility patches you use. But, it'll be the xmls in your /AAF folder, and you can edit them with notepad (or notepad++, which you should get if you don't have it). Probably these will have the _positiondata ending. So, example, you just have my mod and no compatibility patches or anything, you would edit Graymod_positionData.xml. Thank you for the reply! I actually did some digging and since I'm using "THEMES" all the tags for your animations were there and I just removed anything from every line in any theme xml that listed your mod with the "LOVE" tag. Now, I can filter the AAF List to ensure only the more "romantic" animations play whenever I'm in the mood for that OR since I can choose "Loving" or "Rough" with the Immersive Lover's Embrace Remastered mod LL Patch, I'll be able to better handle the "forced" ball gag because I'll be expecting it and any additional animations in that genre will probably not look wrong with the ball gag. Haven't tested if I can "remove" the ball gag during these animations yet without the recipient getting fully "redressed" again like what happens whenever you "unlock" a DD clothing item on an NPC normally. Guess I should do some testing of that and maybe go to that mod page and ask if THAT particular feature can be disabled or modified somehow. This all started because of the latest animation mod which adds very lovely hugging animations. C.H.A.K. Animation Pack They are tagged as "loving" and I was trying to use them as a "lead-in" to other romantic animations. BUT, then I got the persistent ball gag and the HUNT was on! LOL! Your animations are certainly excellently appropriate for S&M roleplay between consenting adults and there is ALWAYS a time and place for that in my personal F04 universe. Edited August 26, 2022 by Tinman2u 1
HeavyYoungHeathens Posted June 22, 2023 Posted June 22, 2023 Seems like the spanking animations are missing, tried to find them via AAF menu but they just aren't there... Even though i can see the XMLs for them in game folders, it seems like AAF ignores them, were they removed intentionally or is it a problem from AAF? 1
CreepingChuck Posted November 3, 2023 Posted November 3, 2023 I feel like I need to say this somewhere, I really wish the Skyrim animators moved on to fallout 4. It really could use more variety. Thanks Grey User for not letting the flame of new content die out. 1
vaultbait Posted November 3, 2023 Posted November 3, 2023 The new furniture mod conflicts with the fluid patch. Is another patch needed to re-integrate the record changes between the two? 1
lee3310 Posted November 3, 2023 Posted November 3, 2023 Great, those furniture are a perfect fit for mods like Human resources or just business.
Gray User Posted November 6, 2023 Author Posted November 6, 2023 On 11/3/2023 at 12:00 PM, vaultbait said: The new furniture mod conflicts with the fluid patch. Is another patch needed to re-integrate the record changes between the two? Ah. Good point. If I have time I will try to turn the furnitures addon into its own esp but I don't know if I can do that in a way that doesn't cause weirdness (I would pretty much duplicate/rename the whole esp then trim pieces from the copy so that both can run at the same time). Right now I think probably you could use one of the esp editors (might be FO4edit?) to copy all of the record from the fluid patch and add them to the furniture addon.
vaultbait Posted November 6, 2023 Posted November 6, 2023 1 hour ago, Gray User said: Ah. Good point. If I have time I will try to turn the furnitures addon into its own esp but I don't know if I can do that in a way that doesn't cause weirdness (I would pretty much duplicate/rename the whole esp then trim pieces from the copy so that both can run at the same time). Right now I think probably you could use one of the esp editors (might be FO4edit?) to copy all of the record from the fluid patch and add them to the furniture addon. Yep, I can do it in FO4Edit (or zEdit), I just didn't know if it was an expected conflict and whether you were planning to make a plugin that incorporates both (or split records into different plugins, as you mention). Thanks for confirming. 1
Gray User Posted November 7, 2023 Author Posted November 7, 2023 11 hours ago, vaultbait said: Yep, I can do it in FO4Edit (or zEdit), I just didn't know if it was an expected conflict and whether you were planning to make a plugin that incorporates both (or split records into different plugins, as you mention). Thanks for confirming. I made a standalone esp and re-released the beta with that instead. It works on my build, but I would welcome confirmation that it works for other people. If so, I will leave this version up. That would make it compatible with the fluid version or with other customization by end users. 1
kazeha9 Posted November 7, 2023 Posted November 7, 2023 give some test //work fine but there some struggle to assigth NPC to guard (for me need couple of time to teleport ) but work nice
Gray User Posted November 7, 2023 Author Posted November 7, 2023 26 minutes ago, kazeha9 said: give some test //work fine but there some struggle to assigth NPC to guard (for me need couple of time to teleport ) but work nice That looks great and all, but I think it is a different mod. Maybe torture devices? 1
kazeha9 Posted November 7, 2023 Posted November 7, 2023 Just now, Gray User said: That looks great and all, but I think it is a different mod. Maybe torture devices? lol it from CRX cROSS i wanted to add reply to that thread too )) sorry for interrupt ) but your work work fine too )
HornyQuokka Posted November 11, 2023 Posted November 11, 2023 The file is shown as not available so I can't download, is it truly dead now?
UsernameTaken666 Posted November 11, 2023 Posted November 11, 2023 8 hours ago, HornyQuokka said: The file is shown as not available so I can't download, is it truly dead now? I literally just downloaded it. I don't know what you're doing it but it's available.
jackdaniels696969 Posted May 17, 2024 Posted May 17, 2024 @Gray User the mats aren't working for me whenever I assign a settler to them they never go to the mat or do the animation
Gray User Posted May 21, 2024 Author Posted May 21, 2024 On 5/17/2024 at 4:27 PM, jackdaniels696969 said: @Gray User the mats aren't working for me whenever I assign a settler to them they never go to the mat or do the animation That is odd. Things to check for you: Do you have mods that change settler AI? (I don't know of any specific conflicts, but the package handling for FO4 is not good sometimes, and it may be worth toggling these to see if they cause the problem. Can you run animations from this pack using AAF manually? Is it better if you tell the settler to stand right at the mat, and then assign them it? (see above about AI packages)
jackdaniels696969 Posted May 24, 2024 Posted May 24, 2024 (edited) On 5/20/2024 at 11:41 PM, Gray User said: That is odd. Things to check for you: Do you have mods that change settler AI? (I don't know of any specific conflicts, but the package handling for FO4 is not good sometimes, and it may be worth toggling these to see if they cause the problem. Can you run animations from this pack using AAF manually? Is it better if you tell the settler to stand right at the mat, and then assign them it? (see above about AI packages) Yes the animations work through AAF I made sure to check before I bothered u. As for things that change settler ai I do use just business if this has any effect and assigning them when they r right next to the mat didn't work I also have tried assigning companions and they don't work either Edited May 24, 2024 by jackdaniels696969
endomiel Posted May 29, 2024 Posted May 29, 2024 When installing via MO2, I get the message that the Data-structure isn't correct. Which folder should I select?
vaultbait Posted May 29, 2024 Posted May 29, 2024 1 hour ago, endomiel said: When installing via MO2, I get the message that the Data-structure isn't correct. Which folder should I select? I don't use MO2, but the only thing slightly unusual I see about Release_50Shades_v01_05.zip is that it has a top-level Release_50Shades_v01_05 folder inside it, which in turn contains the Data folder that the mod manager needs to install. It's not a FOMOD package, if MO2 cares about that detail. 1
endomiel Posted May 30, 2024 Posted May 30, 2024 So if I point MO2 to that "data" folder, it should install correctly? Thanks!
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