pavinec124 Posted September 14, 2024 Posted September 14, 2024 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.
Gray User Posted September 17, 2024 Author Posted September 17, 2024 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.
pavinec124 Posted September 17, 2024 Posted September 17, 2024 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.
Dont Tell My Parents Posted December 23, 2024 Posted December 23, 2024 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. 1
Dont Tell My Parents Posted December 27, 2024 Posted December 27, 2024 (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 December 27, 2024 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 :(. 1
Bluerose1977 Posted December 29, 2024 Posted December 29, 2024 (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 December 30, 2024 by Bluerose1977
jaxtup Posted January 5, 2025 Posted January 5, 2025 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?
BeHotSiii Posted January 24, 2025 Posted January 24, 2025 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?
Gray User Posted January 24, 2025 Author Posted January 24, 2025 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. 1
Gray User Posted January 24, 2025 Author Posted January 24, 2025 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.
Simpossible_xx Posted February 4, 2025 Posted February 4, 2025 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.
Gray User Posted February 7, 2025 Author Posted February 7, 2025 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. 1
deathmorph Posted February 7, 2025 Posted February 7, 2025 Thanks for the update. Do I need the Fluid Patch for this?
skysoulgosu Posted February 14, 2025 Posted February 14, 2025 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?
Simpossible_xx Posted February 16, 2025 Posted February 16, 2025 (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 February 16, 2025 by Simpossible_xx
Gray User Posted February 18, 2025 Author Posted February 18, 2025 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
Juffo78 Posted May 5, 2025 Posted May 5, 2025 (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 May 7, 2025 by Juffo78 2
kannz Posted November 8, 2025 Posted November 8, 2025 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
Phreaky312 Posted November 26, 2025 Posted November 26, 2025 (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 November 26, 2025 by Phreaky312
deff. Posted November 27, 2025 Posted November 27, 2025 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.
hamletsdead Posted December 20, 2025 Posted December 20, 2025 On 12/1/2021 at 4:06 PM, Saya Scarlett said: Repacked the archive to avoid this in MO2, something i've come to realize not many people can figure out how to deal with... 50 Shades of Fallout 4 Repacked.7z 992.88 kB · 232,370 downloads Thanks for the repack, much appreciated!
penguinromeo Posted December 22, 2025 Posted December 22, 2025 The animations work fine, but there is no gag or bandage. What kind of mod is needed for this? I didn't find it in the description
Holylokki Posted December 22, 2025 Posted December 22, 2025 (edited) 38 minutes ago, penguinromeo said: What kind of mod is needed for this? Devious Devices Edited December 22, 2025 by Holylokki 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now