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[AAF] "The Fucking Manual" ~ Adult oriented setup guide ~ 30/June/2026).


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Posted
1 hour ago, Editev said:

I was actually referring to the nude body. When no outfit is chosen it continues switches back to vanilla body. Do I have to go from rebuilt clothing to no clothing for it to take effect? I guess a better question would be how do i test if its working.

 

Because I've been using the fast start mod to take the the character out of the vault and then remove clothing as my test. Assuming its not working because its still vanilla nude body.

 

Did you build the nude body in BodySlide? If not, see if doing that helps.

Posted
4 hours ago, AverageTomboyEnthusiast said:

I have a quick question: the guide links, in separate paragraphs, 2 different versions of Buffout, which are Buffout 4 and Buffout 4 NG

Which one should i actually use?

Both should work but NG is the newer one (recommended) 

Posted
5 hours ago, vaultbait said:

 

Did you build the nude body in BodySlide? If not, see if doing that helps.

I did build the body in bodyslide and saved the mesh. Still not showing in game somehow? I've tried starting in the game as well as f4se.

Posted

Hi everyone. I just started trying to mod games starting about two days ago. I've been trying to get the guide to work properly with MO2. I am having one recurring problem I am hoping you can all help me with. After about three tries, I got everything working, except once I get an AAF scene going the breast physics are going heywire, and it seems like its mostly happening on the x axis (as to the normal standing model). They shake back and forth very rapidly, to the point where its glitchy not funny, like the physics have been set too high somewhere. I'm using CBBE, and I've tried using the CBBE non-physics body, the physics body, and several different mods that are supposed to do breast physics and nothing works. I did have the high FPS physics fix installed at one point, and it got less ridiculous, but still clearly glitchy. I have spent a couple different hours trying to get things to work with no avail. I tried to go back to a clean profile where things worked before posting, but that isn't working anymore for...reasons I guess.

 

Also, I'm wondering how many other nexus mods that I can layer on top of this before things get unstable. I didn't install the high texture pack from steam DLC per the instructions, but is there a visual upgrade that plays nicely with this setup? Any tips on how to best integrate less spicy mods into the set up? Sorry if this has all been asked before but its hard to know what is still current. Any recommendations on mods?

 

Thank you all for your time. Have a great night.

 

 

Posted
6 hours ago, wtp348 said:

once I get an AAF scene going the breast physics are going heywire, and it seems like its mostly happening on the x axis (as to the normal standing model). They shake back and forth very rapidly, to the point where its glitchy not funny, like the physics have been set too high somewhere.

 

This could be collision spheres for the breasts because of choosing OCBPC (you didn't mention which physics library you're using). Most animations relying on Havok (non-keyframe) body physics aren't really designed to take collisions into account, so hands/forearms and other appendages getting too close to breasts will cause the physics system to have a hard time deciding where to displace them. You can mitigate it somewhat by choosing a sphere size for smaller breasts, but overall if the effect is annoying you then consider switching to OCBP instead of using OCBPC.

Posted
59 minutes ago, vaultbait said:

 

This could be collision spheres for the breasts because of choosing OCBPC (you didn't mention which physics library you're using). Most animations relying on Havok (non-keyframe) body physics aren't really designed to take collisions into account, so hands/forearms and other appendages getting too close to breasts will cause the physics system to have a hard time deciding where to displace them. You can mitigate it somewhat by choosing a sphere size for smaller breasts, but overall if the effect is annoying you then consider switching to OCBP instead of using OCBPC.

 I never really understood the difference between ocbp and ocbpc and that other thing they usually go in tandem with, i think it was physics presets

What does actually change between them? Which one should i use?

Posted

Also, kind of unrelated to the AAF topic, but still somewhat fitting here, because it's a necessary measure with all the required mods to get all this going:

I want to use a crazy number of mods, way past the 256 plug limit, and i want to stop relying only on ESLs, because it gets too cluttered and messy, so i want to try merging plugins with this new program that came out.
Thing is, i don't really know the basics of it, cause nobody seems to want to answer me about it.
Like, for example, what are the rules to follow? How many plugins can i merge together? Do they have to be the same type of mod or can i merge anything i want without limitations? Stuff like that.

I know it's probably not the right place to ask in, but you guys seem knowledgeable of FO4, so you probably have already handled this kind of thing.

Posted

Not strictly AAF issue here, but I am going up the walls, and since I know there's people in here who know this game inside and out and will be able to help me, I will just describe my issue and hope:

 

So I finally decided to try my hand at the whole Unique Player mod, after I realized there's a patch to make it work with AAF. But it's been a while modding FO4, I'm not even sure about a very basic premise here - my load order. Can somebody who knows please tell me definitively in what order BodySlide, Looksmenu, CBBE, the Unique Player mod (and of course hair, eyes, tattoos and such) go in my MO2 mod tab on the left hand and the plugin tab on the right? I assume this is the main issue here, because I cannot for f**** sake make the Unique Body show up in the BodySlide dropdown menu.

I know the Unique Player mod works since I used it before, only like I wrote above, it's been a while since I tried to make a setup work with the whole character beautification thing. And the LooksMenu/CBBE/UniqueChar part has always confused me until my head spun, only made it work -mor or less- by  mere chance. So this time I'll ask before I mess around and get aggroed so much I abandon my setup again.

Any help would be very much appreciated, I'm biting my desk here...

Posted (edited)
35 minutes ago, AverageTomboyEnthusiast said:

Also, kind of unrelated to the AAF topic, but still somewhat fitting here, because it's a necessary measure with all the required mods to get all this going:

I want to use a crazy number of mods, way past the 256 plug limit, and i want to stop relying only on ESLs, because it gets too cluttered and messy, so i want to try merging plugins with this new program that came out.
Thing is, i don't really know the basics of it, cause nobody seems to want to answer me about it.
Like, for example, what are the rules to follow? How many plugins can i merge together? Do they have to be the same type of mod or can i merge anything i want without limitations? Stuff like that.

I know it's probably not the right place to ask in, but you guys seem knowledgeable of FO4, so you probably have already handled this kind of thing.

 

Going to spoiler all this, as it's kind of off topic, but wanted to help lol.

Spoiler

zEdit is the way to go when it comes to merging mods (it's also the newer version of FO4Edit and better version of MergePlugins). It's pretty straightforward when it comes to merging, as it's not overly complex.

 

As for what to merge, that is tricky. Avoid merging environment mods. Like settlements, locations, things that edit the world type deal. From my knowledge of merging, you'll break navmeshes merging those type of mods. So house mods, settlement mods (that alter a location), buildings (add/changing a location), etc.

 

Avoid merging scripted mods. Or mods with scripts. Some you can get away with, like a simple armor mod with a minor script (enchant or inject). But to be on the safe side, avoid merging anything that contains scripts. Scripts can break when merged.

 

Workshop mods, "can" be merged, but best to steer clear of that. If they don't add a new menu/use SMM, and just add their stuff to the vanilla menu, then it should be safe to merge them. But if they have their own custom menu, or use SMM, don't merge them. It will break their menu.

 

Obvious bit here, but don't merge mods that are a master to something else. You'll break whatever requires that mod as a master (unless you of course go into zEdit and change the master to the new file and copy over the new references).

 

Next obvious thing (kind of), don't merge any of these mods. The ones in this guide and others on this site (sexual in nature). You'll definitely break things. These mods are very sensitive, and you'll lose any support if you go merging them.

 

 

There's a lot of stuff you can just look at and go "Yeah I probably shouldn't merge that". As for what's safe? Merge your armor mods. Merge your weapons (as long as they are not heavily scripted). Merge your tons of NPC overhauls (cosmetic face overhauls). Got a ton of just texture mods? Merge them together into one, and then pack your loose textures into ba2s and name them after your merge. Save space and better performance.

 

You can get away with merging a lot of stuff. But key thing is to remember, no location/environment mods (breaks navmeshes), and no heavy scripted mods (breaks scripts). If you're look at a mod and wondering if you should merge it, just remember that mostly.

 

Edited by Spyder Arachnid
Posted
46 minutes ago, AverageTomboyEnthusiast said:

 I never really understood the difference between ocbp and ocbpc and that other thing they usually go in tandem with, i think it was physics presets

What does actually change between them? Which one should i use?

 

OCBP is body physics. OCBPC is body physics with collision. The jigglies. As for what to use, it's your choice. Personal preference.

 

Do you want just body physics (jiggling of the breasts and butt)? Then use OCBP. Do you want those breasts to shift and move when in contact with something? Then use OCBPC. But make sure you set it to use the right breast size for the size your body is using. Otherwise you'll get weird collisions that won't shift well with your body. MTM Physics has an option for this in their installer which makes it easier to set up if you're not familiar (and has some pretty good physic presets as well).

Posted (edited)
31 minutes ago, Spyder Arachnid said:

 

Going to spoiler all this, as it's kind of off topic, but wanted to help lol.

  Reveal hidden contents

zEdit is the way to go when it comes to merging mods (it's also the newer version of FO4Edit and better version of MergePlugins). It's pretty straightforward when it comes to merging, as it's not overly complex.

 

As for what to merge, that is tricky. Avoid merging environment mods. Like settlements, locations, things that edit the world type deal. From my knowledge of merging, you'll break navmeshes merging those type of mods. So house mods, settlement mods (that alter a location), buildings (add/changing a location), etc.

 

Avoid merging scripted mods. Or mods with scripts. Some you can get away with, like a simple armor mod with a minor script (enchant or inject). But to be on the safe side, avoid merging anything that contains scripts. Scripts can break when merged.

 

Workshop mods, "can" be merged, but best to steer clear of that. If they don't add a new menu/use SMM, and just add their stuff to the vanilla menu, then it should be safe to merge them. But if they have their own custom menu, or use SMM, don't merge them. It will break their menu.

 

Obvious bit here, but don't merge mods that are a master to something else. You'll break whatever requires that mod as a master (unless you of course go into zEdit and change the master to the new file and copy over the new references).

 

Next obvious thing (kind of), don't merge any of these mods. The ones in this guide and others on this site (sexual in nature). You'll definitely break things. These mods are very sensitive, and you'll lose any support if you go merging them.

 

 

There's a lot of stuff you can just look at and go "Yeah I probably shouldn't merge that". As for what's safe? Merge your armor mods. Merge your weapons (as long as they are not heavily scripted). Merge your tons of NPC overhauls (cosmetic face overhauls). Got a ton of just texture mods? Merge them together into one, and then pack your loose textures into ba2s and name them after your merge. Save space and better performance.

 

You can get away with merging a lot of stuff. But key thing is to remember, no location/environment mods (breaks navmeshes), and no heavy scripted mods (breaks scripts). If you're look at a mod and wondering if you should merge it, just remember that mostly.

 

THANK YOU SO MUCH (for both replies)

So, basically i can't go on with my plan to merge a serie of locations together and all my quest mods into a single one.

What about equipment mods that add little questlines? Or mods that add new companions? Or radio mods? (or also mod like those that add readable comics or philosophy books or settlements objects)
Also, if i merge together mods that have a master with that specific master, would it work?
And would vehicle mods fall under the heavy scripted mods that can't be merged?

(cause if so, i gotta go to ESLs hell once again)

 

EDIT: Also if, for example, i had a mod that changes the Nuka raiders bosses and minions looks, with a couple of equip mod requirements, and i had all those requirements bundled up into a single merge, would i still have to go and change the requirements to that merge or would it simply take those items from said mods just the same to use them?

Edited by AverageTomboyEnthusiast
Posted
8 hours ago, wtp348 said:

Also, I'm wondering how many other nexus mods that I can layer on top of this before things get unstable. I didn't install the high texture pack from steam DLC per the instructions, but is there a visual upgrade that plays nicely with this setup? Any tips on how to best integrate less spicy mods into the set up? Sorry if this has all been asked before but its hard to know what is still current. Any recommendations on mods?

 

Thank you all for your time. Have a great night.

 

 

 

For the second part of your question, it all depends on how much sex content you're adding to your game. AAF and all these addons are script heavy mods. If you install a lot of them, and go for a very sexual game, you're going to be rather limited on what else you can install.

 

Some simple beautification mods aren't going to harm anything. Like texture overhauls and such. Those aren't script heavy. If you got the specs for it, go check out Luxor's 2K Overhaul. Huge texture overhaul that replaces all the textures in the game with much better textures. It's what I use and makes the game look stunning (along with a decent enb as well). Some lighting mods and weather mods won't bother you too much as well. Workshop mods, armor mods, some environmental/building mods, are fine.

 

Just avoid anything that is script heavy, as if you are indeed running a heavy AAF setup, it is going to bog down your game badly if you grab a bunch more script heavy mods. Expect stuttering, lag, and the occasional crash, if you try to add too many heavy scripted mods.

 

 

But if you go simple, basically this guide setup and then a few extra addons like Sex Em Up plus Violate or something, then you should be good to go with anything. Of course, avoid any known incompatibilities listed on the main page. But if you're just looking for beauty stuff, like texture overhauls and such, then go have fun. Basically, avoid the heavy scripted stuff. If you're running MO2 though (or even Vortex I think, not sure, don't use it), just create different profiles for different mod loadouts. Have an absolutely filthy degenerate game in one, and then another that your religious mother would be proud of. Get wild.

Posted
9 minutes ago, AverageTomboyEnthusiast said:

THANK YOU SO MUCH (for both replies)

So, basically i can't go on with my plan to merge a serie of locations together and all my quest mods into a single one.

What about equipment mods that add little questlines? Or mods that add new companions? Or radio mods? (or also mod like those that add readable comics or philosophy books or settlements objects)
Also, if i merge together mods that have a master with that specific master, would it work?
And would vehicle mods fall under the heavy scripted mods that can't be merged?

(cause if so, i gotta go to ESLs hell once again)

 

EDIT: Also if, for example, i had a mod that changes the Nuka raiders bosses and minions looks, with a couple of equip mod requirements, and i had all those requirements bundled up into a single merge, would i still have to go and change the requirements to that merge or would it simply take those items from said mods just the same to use them?

 

Oof. lol

 

Okay so, yeah questlines are heavy scripted mods. Mods that add companions, are heavy scripted mods (talking like Ivy and Heather right?). Radio mods, sure go for it. I use several myself and merged them together and haven't ran into any issues (make sure to copy over those sequence files). If you're talking OWR (Old World Radio), I wouldn't merge that. It's pretty heavy on it's own.

 

Can't merge a mod with its own master. The program won't let ya in the first place, as it needs that master to be loaded before you merge. Vehicles mods, I am unsure. I don't use those in my game, so I couldn't tell you. But I'm assuming those have all kinds of scripts (since it has to create actual moving vehicles in a game that doesn't have them). so that would most likely be a no.

 

Readable comics and philosophy books, again, I don't use so couldn't tell ya. But they sound like simple mods, so I don't see the issue. But again, don't take my word for it as I don't use them so I don't know. Best to ask on their mod page about it.

 

Settlement objects (workshop mods), I mentioned already. As long as it doesn't add its own menu, or use SMM, then it should be fine. If it uses the vanilla menu system, then you should be fine merging it. I've merged workshop mods myself that just use the vanilla menu system and they work just fine.

 

 

For your edit, you'll have to "unmerge" those masters that the raider looks need. The thing with that is, it looks for the specific name of the esp/esl that it requires. If you don't have that, or you went and merged it, your game will crash due to missing masters. Those files need to be separated in order for the raider mod to use them. You can merge all your raider looks together, but not their requirements. Unless you are handy with zEdit and know what records to change, you can go into your merge and copy all the references from that into your raider looks and change the masters around, but that's a whole other thing.

Posted
30 minutes ago, Spyder Arachnid said:

 

Oof. lol

 

Okay so, yeah questlines are heavy scripted mods. Mods that add companions, are heavy scripted mods (talking like Ivy and Heather right?). Radio mods, sure go for it. I use several myself and merged them together and haven't ran into any issues (make sure to copy over those sequence files). If you're talking OWR (Old World Radio), I wouldn't merge that. It's pretty heavy on it's own.

 

Can't merge a mod with its own master. The program won't let ya in the first place, as it needs that master to be loaded before you merge. Vehicles mods, I am unsure. I don't use those in my game, so I couldn't tell you. But I'm assuming those have all kinds of scripts (since it has to create actual moving vehicles in a game that doesn't have them). so that would most likely be a no.

 

Readable comics and philosophy books, again, I don't use so couldn't tell ya. But they sound like simple mods, so I don't see the issue. But again, don't take my word for it as I don't use them so I don't know. Best to ask on their mod page about it.

 

Settlement objects (workshop mods), I mentioned already. As long as it doesn't add its own menu, or use SMM, then it should be fine. If it uses the vanilla menu system, then you should be fine merging it. I've merged workshop mods myself that just use the vanilla menu system and they work just fine.

 

 

For your edit, you'll have to "unmerge" those masters that the raider looks need. The thing with that is, it looks for the specific name of the esp/esl that it requires. If you don't have that, or you went and merged it, your game will crash due to missing masters. Those files need to be separated in order for the raider mod to use them. You can merge all your raider looks together, but not their requirements. Unless you are handy with zEdit and know what records to change, you can go into your merge and copy all the references from that into your raider looks and change the masters around, but that's a whole other thing.

Thank you again for your time, i guess i'll merge together just radios, equip, books and settlement stuff and have the rest as ESL.

Do i have a size limit for merges of stuff or i can go and make a big ass 200 equip mod pack? lol

Posted (edited)
15 minutes ago, AverageTomboyEnthusiast said:

Thank you again for your time, i guess i'll merge together just radios, equip, books and settlement stuff and have the rest as ESL.

Do i have a size limit for merges of stuff or i can go and make a big ass 200 equip mod pack? lol

 

As far as I know there is no limit to how much you can merge. I have tons of armor mods that I merged all into one single esp to save on my plugins limit. From all of Deserter X, Snakel101, Vtaw, and several others from around the place, I have hundreds lol. Merging them all into one esp saves tons of space and it won't cause any issues since they are all just armor mods. The only ones I don't merge are the ones that are a requirement for other mods.

 

But while there is no limit, I found it easier to separate stuff into categories when merging. Makes managing it all easier and helps avoid conflicts later. But there is no rule saying you can't just merge it all lol. Do whatever is comfortable for you.

 

But yeah, you shouldn't have any issues merging those together. Like I said, just avoid merging scripted stuff and anything that touches the environment/landscape (unless it's just textures). And of course anything that is a master to another mod. As for your settlement stuff, like I mentioned, just make sure they don't have their own menu or use SMM. If they use the vanilla menu, they'll be fine.

 

Best of luck though! Always make sure to keep backups of your esp/esls though, just in case something goes fubar lol. Merging is always a trial and error type of deal, so don't expect to get it all perfect on the first run. But yeah, if you're planning a heavy loadout, merging is the best solution. having to deal with esls is going to happen, but merging what you can, will definitely help out.

Edited by Spyder Arachnid
Posted (edited)
41 minutes ago, Spyder Arachnid said:

 

As far as I know there is no limit to how much you can merge. I have tons of armor mods that I merged all into one single esp to save on my plugins limit. From all of Deserter X, Snakel101, Vtaw, and several others from around the place, I have hundreds lol. Merging them all into one esp saves tons of space and it won't cause any issues since they are all just armor mods. The only ones I don't merge are the ones that are a requirement for other mods.

 

But while there is no limit, I found it easier to separate stuff into categories when merging. Makes managing it all easier and helps avoid conflicts later. But there is no rule saying you can't just merge it all lol. Do whatever is comfortable for you.

 

But yeah, you shouldn't have any issues merging those together. Like I said, just avoid merging scripted stuff and anything that touches the environment/landscape (unless it's just textures). And of course anything that is a master to another mod. As for your settlement stuff, like I mentioned, just make sure they don't have their own menu or use SMM. If they use the vanilla menu, they'll be fine.

 

Best of luck though! Always make sure to keep backups of your esp/esls though, just in case something goes fubar lol. Merging is always a trial and error type of deal, so don't expect to get it all perfect on the first run. But yeah, if you're planning a heavy loadout, merging is the best solution. having to deal with esls is going to happen, but merging what you can, will definitely help out.

You truly have been a HUGE help

I remembered something while i was setting things up: what about the visible weapons mods? They should require only the textures from the required masters, right? Does it still count as the previous example?

EDIT: also just found out that the mod about raiders that i wanted just DISAPPEARED with no apparent reason, so it's one less thought, i guess

(https://www.nexusmods.com/fallout4/mods/71781)

Edited by AverageTomboyEnthusiast
Posted (edited)
56 minutes ago, AverageTomboyEnthusiast said:

You truly have been a HUGE help

I remembered something while i was setting things up: what about the visible weapons mods? They should require only the textures from the required masters, right? Does it still count as the previous example?

EDIT: also just found out that the mod about raiders that i wanted just DISAPPEARED with no apparent reason, so it's one less thought, i guess

(https://www.nexusmods.com/fallout4/mods/71781)

 

You mean like visible holstered weapons type deal? Isn't that just an F4SE plugin? No esp/esl. Don't need to worry about merging it.

 

Classic Holstered Weapons is the one I use, and it has no esp/esl. Just uses F4SE. Works just fine with all weapons.

 

If you're looking for a giant Raider makeover, check out Raider Overhaul (not the original, but the 4estgimp version). Read the pdf carefully, take your time with it, and enjoy a huge Raider overhaul. Even has patches for Wasteland Ronin as well as a bunch of other great Raider sets.

 

I think we are getting a bit off-topic here though, so we could move to general discussion if you wanted to continue lol.

Edited by Spyder Arachnid
Posted (edited)

On the topic of merging mods, Vortex tells me I have 636 enabled mods with 448 plugins 211 of which are light (not including the base game and DLCs). I don't merge or compact any plugins whatsoever, I'm just extremely diligent about maintaining sane file and plugin ordering rules in order to deal with conflicts, and it's all working quite well for me.

Edited by vaultbait
Posted
29 minutes ago, vaultbait said:

...I'm just extremely diligent about maintaining sane file and plugin ordering rules in order to deal with conflicts, and it's all working quite well for me."

 

If that's so, please help me out with my question above. I was on hiatus from modding FO4 for a while, and now I am more confused than ever about load order for Bodyslide, CBBE, and the unique body mod. I'm not even sure of my load order regarding those things anymore. It's frustrating as hell, since I can get a more or less decently working AAF setup done, but the most basic part about character body customization seems to elude me now. It has always confused me, but I eventually got it working - not this time apparently.

Posted
1 hour ago, iriemk said:

 

If that's so, please help me out with my question above. I was on hiatus from modding FO4 for a while, and now I am more confused than ever about load order for Bodyslide, CBBE, and the unique body mod. I'm not even sure of my load order regarding those things anymore. It's frustrating as hell, since I can get a more or less decently working AAF setup done, but the most basic part about character body customization seems to elude me now. It has always confused me, but I eventually got it working - not this time apparently.

 

I use FG/BT3 and LooksMenu's BodyGen feature in order to maintain unique body shapes, with all bodies built in BodySlide to a zero-siders preset with morphs enabled. I've never used any of the unique player/companion body mods since they seem (to me) to add a lot more complexity for minimal gain.

 

That said, I doubt it has much, if anything, to do with load order or even file installation order, and more to do with how you configure BodySlide to know which directories it should write into (or if memory serves you may be expected to copy textures and meshes by hand into a separate directory?). You're better off getting help from someone who uses the same mods you are though, as I have at best vague memories from reading mod descriptions and installation guides.

Posted

Hi everyone, thank you for your advice. I tried to fix things but I made things worse. I'm trying to reinstall the mods in accordance with the guide again.

 

Is there a program or mod that would take me back to default install with no mods without me having to do things manually? Otherwise I think I need to make sure to delete the ini files, delete the mod files for the game in MO2, and to delete the pluginpreloader from the buffout install. Is it best practice to delete and re-download the zip/rar/7z files too?

 

I'm also hoping to get most of EgoBallistic's mods to work as well as a few others from the guide's list. Are there any general guides on load order for how to deal with them and mods from nexus, or is there something more specific for supplementing the guide order? Are there any general modding guides or tips outside of this that anyone would recommend?

 

Sorry if these questions are really basic.

Posted

everyone male and female gets naked except my male character who keeps white underwear after undressing , anyone ?

Posted
6 hours ago, Spyder Arachnid said:

 

You mean like visible holstered weapons type deal? Isn't that just an F4SE plugin? No esp/esl. Don't need to worry about merging it.

 

Classic Holstered Weapons is the one I use, and it has no esp/esl. Just uses F4SE. Works just fine with all weapons.

 

If you're looking for a giant Raider makeover, check out Raider Overhaul (not the original, but the 4estgimp version). Read the pdf carefully, take your time with it, and enjoy a huge Raider overhaul. Even has patches for Wasteland Ronin as well as a bunch of other great Raider sets.

 

I think we are getting a bit off-topic here though, so we could move to general discussion if you wanted to continue lol.

Dude, i literally can't thank you enough, didn't even know this existed

With this, i can cut out at least 8 mods, if not 15 ? (between mods that add the models for the holster switch and mods that add resources for said models)

Posted
6 hours ago, vaultbait said:

On the topic of merging mods, Vortex tells me I have 636 enabled mods with 448 plugins 211 of which are light (not including the base game and DLCs). I don't merge or compact any plugins whatsoever, I'm just extremely diligent about maintaining sane file and plugin ordering rules in order to deal with conflicts, and it's all working quite well for me.

Wait, you mean it ALLOWS you to start the game with more than 256 ESPs? Witchcraft

Posted
3 hours ago, Brun said:

everyone male and female gets naked except my male character who keeps white underwear after undressing , anyone ?

 

Please revisit step 8 of the basic requirements list on page 1.  Did you install 1 of the 2 recommended male body mods?  If you chose BodyTalk3, make sure you did not select "nevernude".  However if you chose Atomic Muscle 1.5.4, be sure and look at the description on that mod's download page as you need an EVB compatible male skin texture.

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