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Posted
On 5/21/2024 at 5:41 AM, 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)

Hello there,

The mats don't work for me either. I do not make change to settler AI and the animations run without issue using AAF manually and tested on a clean save with no mods (except for AAF and this mod). When assigned to the mat, the settler just stands still.

I tried to look into the ESP but can't find any apparent issue. 

Posted
On 9/13/2024 at 8:17 PM, pavinec124 said:

Hello there,

The mats don't work for me either. I do not make change to settler AI and the animations run without issue using AAF manually and tested on a clean save with no mods (except for AAF and this mod). When assigned to the mat, the settler just stands still.

I tried to look into the ESP but can't find any apparent issue. 

 

Good troubleshooting, bad news. 

 

Only other easy fixes are to make sure mat is at ground level on flat easy to walk surface (not on actual furntures or with clutter).

 

But it may not work. I find FO4 settler AI is bad often. I tried to set all options I could in CK to force AI to use mat, but maybe other options would work for you? I think there are flags in the furnitures item window that you could try. 

Posted
13 hours ago, Gray User said:

 

Good troubleshooting, bad news. 

 

Only other easy fixes are to make sure mat is at ground level on flat easy to walk surface (not on actual furntures or with clutter).

 

But it may not work. I find FO4 settler AI is bad often. I tried to set all options I could in CK to force AI to use mat, but maybe other options would work for you? I think there are flags in the furnitures item window that you could try. 

Thank you so much for your response! 
I tried putting the mat on the surface like you said, exactly on ground level, the settlers still refuse to go and keep standing still. 

 

I don't think the flags for furniture window are the issue, I cross-checked with other similar mods like real handcuffs, crazy animation rugs, I put in the furniture flags that these mods use, it still doesn't work.

 

It's a shot in the dark, but I guess something is wrong with the script or the HumanRaceSubGraphData? Furniture flags look fine, the keyword for animation is passed along correctly... This is too big of a problem for me, I can spot some apparent issues but complicated problems like this, I have no clue. :bawling:

  • 3 months later...
Posted (edited)

Wyre Bash is also giving some errors...sorry :(

 

Quote

=== HITMEs
The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to improperly remove a master. The behavior of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the plugin was corrupted. The safest course of action for a user is to uninstall it.
* __AAF_GrayAnimations_Furniture.esp:__  31 HITMEs

 

 

Edited by Dont Tell My Parents
Found and removed a fix after Wyre Bash let me know it's not actually fixing it just hiding it. Sorry, I tried :(.
Posted (edited)

Greetings. I think I have the animations for this working, but the furniture mats are not working for me. Anytime I assign a settler to one of the mats there is a notification that says 'You can not use this at this time'. I have installed all three files (animations, fluids, and furniture), so I am not sure what I need to do to get the mats working.

Edit - I have no Settler AI tweaks and the animations will run fine in AAF alone. WOuld love to get these working. 

Any assistance would be appreciated. Thank you. 

Edited by Bluerose1977
Posted

After a lot of experimenting I've gotten this working with Violate.

 

Unfortunately the deathclaw staged animation gets stuck after the first stage. At the end of the stage it briefly flickers into (at a guess) an idle frame, then starts the first stage again. After doing this a couple of times the scene ends prematurely (rimshot).

 

Anyone else come across this issue?

  • 3 weeks later...
Posted
On 12/29/2024 at 11:17 PM, Bluerose1977 said:

Greetings. I think I have the animations for this working, but the furniture mats are not working for me. Anytime I assign a settler to one of the mats there is a notification that says 'You can not use this at this time'. I have installed all three files (animations, fluids, and furniture), so I am not sure what I need to do to get the mats working.

Edit - I have no Settler AI tweaks and the animations will run fine in AAF alone. WOuld love to get these working. 

Any assistance would be appreciated. Thank you. 

Having the same issue unfortunately. Did you manage to find out how to make it work?

Posted
On 1/5/2025 at 11:23 AM, jaxtup said:

After a lot of experimenting I've gotten this working with Violate.

 

Unfortunately the deathclaw staged animation gets stuck after the first stage. At the end of the stage it briefly flickers into (at a guess) an idle frame, then starts the first stage again. After doing this a couple of times the scene ends prematurely (rimshot).

 

Anyone else come across this issue?

 

Yes. This is recurring problem because Bethesda did not make creatures to be animated by users (happens most with deathclaw, bugs, dogs still do not animate correctly for me. Think it is much worse if you use tcai).

 

I had to guess for animation types (long time ago, think dyn_loop was least crap). You can go into animation thing in CK and try other types, maybe one would work better for you. Most will cause animation to not play at all.

Posted
2 hours ago, BeHotSiii said:

Having the same issue unfortunately. Did you manage to find out how to make it work?

 

Really, mats were an experiment (someone asked and I wanted to see if it could work). They are not reliable at all and I do not really troubleshoot them for user because so many things can break them even if everything installs right. 

  • 2 weeks later...
Posted
On 12/23/2024 at 9:06 PM, Dont Tell My Parents said:

Hey the Collective Modding Toolkit flags this mod because there's loose animtextdata and says it can cause the game to crash :). Thought I should let you know.

I second this, here's the full message:

 

Mod: Addon_50Shades_WorkshopBondageFurniture_v00_02
Problem: Meshes\AnimTextData
Summary: The existence of unpacked AnimTextData may cause the game to crash.
Solution: These folders should either be archived or deleted.

 

Should they be archived or?.. I would really like to troubleshoot it, not delete, Just tell me what to do.

Posted
On 2/4/2025 at 7:15 AM, Simpossible_xx said:

I second this, here's the full message:

 

Mod: Addon_50Shades_WorkshopBondageFurniture_v00_02
Problem: Meshes\AnimTextData
Summary: The existence of unpacked AnimTextData may cause the game to crash.
Solution: These folders should either be archived or deleted.

 

Should they be archived or?.. I would really like to troubleshoot it, not delete, Just tell me what to do.

 

That is good question that I do not have answer to. 

 

The furnitures were me seeing if I could make the subgraph edits to do them and not crash the game and...sort of worked sort of did not. They are very 'as is' release, unless someone who knows what to do wants to take this mod over. 

Posted
On 04.02.2025 at 20:15, Simpossible_xx said:

Я поддерживаю это, вот полное сообщение:

 

Мод: Addon_50Shades_WorkshopBondageFurniture_v00_02
Проблема: Meshes\AnimTextData
Краткое описание: Наличие распакованного AnimTextData может привести к сбою игры.
Решение: Эти папки следует либо архивировать, либо удалить.

 

Их следует архивировать или?.. Я бы очень хотел устранить неполадки, а не удалять. Просто скажите мне, что делать.

Hello! Did you succeed? What have you done?

Posted (edited)
On 2/14/2025 at 2:30 PM, skysoulgosu said:

Hello! Did you succeed? What have you done?

Hello! I didn't fix anything. However, I've noticed that several other mods, including weapon mods (such as the M1 Garand, AA-12, HK G3, and M60), as well as Real Handcuffs, CRX, Kziitd Fetish Toolset, and Torture Devices, also have .txt files in the AnimTextData folder. Also, I came across this thread on Nexus that might shed some light on this issue. If that user is right, it is a false positive warning, and the problem may be related to Windows permissions.

 

Besides that, Wrye Bash plugin checker gives me another warning, this is new @Gray User

 

=== HITMEs
The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to improperly remove a master. The behavior of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the plugin was corrupted. The safest course of action for a user is to uninstall it.
* __AAF_GrayAnimations_Furniture.esp:__  31 HITMEs

 

Eh, too bad. I've decided to delete the furniture pack for now. 

 

Sorry for the late reply ^_^

Edited by Simpossible_xx
Posted
On 2/16/2025 at 3:06 PM, Simpossible_xx said:

Hello! I didn't fix anything. However, I've noticed that several other mods, including weapon mods (such as the M1 Garand, AA-12, HK G3, and M60), as well as Real Handcuffs, CRX, Kziitd Fetish Toolset, and Torture Devices, also have .txt files in the AnimTextData folder. Also, I came across this thread on Nexus that might shed some light on this issue. If that user is right, it is a false positive warning, and the problem may be related to Windows permissions.

 

Besides that, Wrye Bash plugin checker gives me another warning, this is new @Gray User

 

=== HITMEs
The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to improperly remove a master. The behavior of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the plugin was corrupted. The safest course of action for a user is to uninstall it.
* __AAF_GrayAnimations_Furniture.esp:__  31 HITMEs

 

Eh, too bad. I've decided to delete the furniture pack for now. 

 

Sorry for the late reply ^_^

 

Do not know about that. I think I was careful about not adding master by accident and I do not use FO4 edit to fix public released mods. 

 

But as said in description, furnitures mod is very beta. May not work, may cause problems. If other modder wants to use my animations to make better furnitures mod, they have my thanks to do it.

  • 2 months later...
Posted (edited)
On 5/30/2024 at 9:56 AM, endomiel said:

So if I point MO2 to that "data" folder, it should install correctly?

 

Thanks!

Hi,

I have got the same issue. Did it work for you and how can I reassign the corrct data folder in MO2?

 

Edit: Got it. I extracted the data folder and packed it in a new zip archive. Looks like MO2 takes that. So- if anyone needs it.

Release_50Shades_v01_06MO2.zip

Edited by Juffo78
  • 6 months later...
Posted
On 5/5/2025 at 1:16 PM, Juffo78 said:

Hi,

I have got the same issue. Did it work for you and how can I reassign the corrct data folder in MO2?

 

Edit: Got it. I extracted the data folder and packed it in a new zip archive. Looks like MO2 takes that. So- if anyone needs it.

Release_50Shades_v01_06MO2.zip 3.02 MB · 144 downloads

is this the furniture? or a fix for the mod so the furniture works? sorry i read the whole thing and im still not sure..im tired but i think there is prolly a few dummies' like me. plz clarify for dummies :)

  • 3 weeks later...
Posted (edited)

There doesn't seem to be any install instructions, when i try with mod organizer 2 it freaks out.  Where exactly should i put these files?

 

I copies and pasted them into fallout4/data like it says in the NSFW sound pack, but the animations dont work in game. 

Edited by Phreaky312
Posted
23 hours ago, Phreaky312 said:

There doesn't seem to be any install instructions, when i try with mod organizer 2 it freaks out.  Where exactly should i put these files?

 

I copies and pasted them into fallout4/data like it says in the NSFW sound pack, but the animations dont work in game. 

 

?

Install with mod manager. Or as you already done only enable esp in mod manager.

  • 3 weeks later...

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