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


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Posted
1 hour ago, Boceifus said:

SAM, SUP F4SE, then SAMFormer ... should load after all your AAF mods

I wasn't aware that this kind of recommendation exists. I've got SAM (and it's skeleton) after the bodies, before AAF and animations. SUP F4SE,  SAMFormer and the enhancements mod after all of the guides mods.

Posted
13 hours ago, Aleksi said:

the %68 bug

 

10 hours ago, Boceifus said:

should have Screen Archer, then SUP F4SE, then SAMFormer and all of these should load after all your AAF mods

If I move SUP F4SE and SAMFormer under SAM (between FG and AAF as in the guide) it works in my setup. If I move all three of them above anything in the manual, it just works ;) So maybe there's something else conflicting? The old Leito patch, maybe? Something that's not in the 28 numbered mods of the manual but still AAF related?

Posted
17 hours ago, Aleksi said:

I have followed this list verbatem and am stick stuck w the %68 bug. Oddly one of the very few changes I made was replacing EVB w Bodytalk3. The other recent addition prior to that was the whole set of mods n patches around, SAM or Screen archery menu.

 

Has anyone else come across issues in relation? Or am I barking up the wrong tree?

 

Just to be clear, you're not using this right?

 

Posted
18 hours ago, Aleksi said:

I have followed this list verbatem and am stick stuck w the %68 bug. Oddly one of the very few changes I made was replacing EVB w Bodytalk3. The other recent addition prior to that was the whole set of mods n patches around, SAM or Screen archery menu.

 

Has anyone else come across issues in relation? Or am I barking up the wrong tree?

 

I had the same problem after installing SAM Enhanced Animations. Reinstalling UAP helped in my case.

 

Posted (edited)
1 hour ago, Aleksi said:

I've got nothing by Leito

You'll need this then, but not the patch for it. Installed according to the manual.

My mod only makes adjustments to that mod's animations (and one of atomic lusts).

It doesn't contain any animations itself.

 

Also, 1.1.0 had some location data duplicated, just uploaded a fixed version because of that.

Edited by ookkerpak
Posted
5 hours ago, ookkerpak said:

 

If I move SUP F4SE and SAMFormer under SAM (between FG and AAF as in the guide) it works in my setup. If I move all three of them above anything in the manual, it just works ;) So maybe there's something else conflicting? The old Leito patch, maybe? Something that's not in the 28 numbered mods of the manual but still AAF related?

Good it works :)  I love this guide, but sometimes you have to do what works for you, there are a other mods out there the guide doesn't take into account other than AAF that will conflict with AAF, so you just have to find a load order that works with what you got.

Posted
6 hours ago, vaultbait said:

 

Just to be clear, you're not using this right?

 

actually, I did have that installed.... dammit. Seems I was at least partially right. TY for the heads up

Posted
44 minutes ago, Aleksi said:

*go0ddammotherfu...* AAF started right up after UNINSTALLING that. Thanks again for the heads up. 

Greatly appreciated!

 

No worries, you mentioned having recently installed a bunch of SAM-related mods, and I happened to remember that one has a pile of warnings on its file page about how it changes existing animation packs and likely breaks things which rely on them.

Posted
3 hours ago, vaultbait said:

changes existing animation packs and likely breaks things

Would you have any ideas about what to do to try to minimize this? I just wanted to add some SAM adjustments to them. That's just adding tags to .xml files. The SAMFormer tags have a different form than others, which might be a problem I can't do anything about. I thought that maybe I'll change the names of the animations back to their original form without any prefixes to lower the chance of incompatibilities renaming might cause.

Posted
9 minutes ago, ookkerpak said:

Would you have any ideas about what to do to try to minimize this? I just wanted to add some SAM adjustments to them. That's just adding tags to .xml files. The SAMFormer tags have a different form than others, which might be a problem I can't do anything about. I thought that maybe I'll change the names of the animations back to their original form without any prefixes to lower the chance of incompatibilities renaming might cause.

 

There are two basic classes of problem you can create in this case... the first is causing animations and related constructs which other mods reference to no longer exist (renaming existing animations could easily cause this). The second is overwriting changes which are being made by other patch mods which are also overwriting the same files. Related to these, you also may find that you refer to things in your mod which other animation patches have renamed, leading to similar failures for people trying to combine them.

 

I've not tried to make a mod which patches or extends existing animations, so you're probably better off seeking advice on the AAF Discord. That said, my guess is that you could get away with making separate copies of everything under different names. I think that's the approach taken in Hardship, for example, in order to isolate the mod's custom tagged animations from external changes made by patches altering the originals.

Posted
16 minutes ago, vaultbait said:

better off seeking advice on the AAF Discord

Yeah, I'm doing that at some point. First I'm trying to finish making the adjustments for Leito's stuff.

 

18 minutes ago, vaultbait said:

could get away with making separate copies of everything under different names

Good point. Now I wanted to hide the originals just to not clutter the animations list.

 

20 minutes ago, vaultbait said:

other patch mods

Yeah. I guess 100% compatibility with each one of these is out of the question, given the amount of mods and authors.

 

22 minutes ago, vaultbait said:

refer to things in your mod which other animation patches have renamed

I was thinking that I might try to change the references towards UAP's naming scheme and see what that yields. A clusterfuck mayhem, most likely, but we'll see if it goes for better or worse ;)

Posted (edited)

This guide requires the ZaZ Extended Skeleton (ZeX).  Great!

 

However, the guide references V5 on a google drive.  There's a new ZeX mod page created a couple of weeks ago and hosted here on LL.    It's claims to be V6.   However, as I was typing this, I took a closer look.   As noted in the comments, V6 really just adds a FOMOD and optional support for Screen Archer Menu.   Of course, that's valuable, but for those of us that don't use Screen Archer, installing V6 results in a mod folder that exactly matches the V5  folder.   So, I would have called in V5.1, but that's a trivial and very minor nit and my personal opinion.   The guide should probably point to this new page though.

 

I notice that installing ZeX is pointless for me!  I'm playing a female PC, but have Atomic Muscle (AM2) installed for the male bodies.   AM2 completely overwrites all four ZeX files (but only changes the skeleton.nif file).

Edited by MikeWander
Posted

The manual says not to install Cute Preset as it includes the Skeletal Adjustments for CBBE in its pack, which messes with AAF. However there is a preset-only version. If you install this along with its dependencies. I'm using it and it works just fine:

 

Install Cute Preset. Only download the "Cute Preset (Preset Only) file. Do NOT use "Cute Preset" and/or "Cute Preset (Update)"

 

Make sure that is requirements are installed fist:

 

Do NOT install "Skeletal Adjustments for CBBE". It messes with AAF and is not required for the preset as far as I can see.

Posted

Thank You, nice guide since I hadn't updated anything adult related in FO4 in 2 years+.

Showing my "aint broke don't fix it!" mentality in that above confession.

 

Clean from scratch updated FO4 install...

All good thanks to the simplicity of this guides order.

Cheers.

 

Posted (edited)
On 12/12/2022 at 3:01 PM, sickboy791 said:

hey sorry but the uap patch disables ff animations? any other than BP70 FF ?  i didn´t see any ff animations in game ..

 

 

Those were an outlier.  Make sure you have all the animation packs installed, with the proper versions as noted in the guide.  And then make sure UAP is installed and loaded *after* all those animation packs, and when installing UAP that you have checked the boxes next to each pack.  For more in depth troubleshooting please visit the discord if needed.

 

Also note that patch I made is no longer needed as those specific BP70 animations should be available now in UAP without it.

 

Cheers

Edited by Sgt. Marge
Posted (edited)
On 12/14/2022 at 2:02 AM, Sgt. Marge said:

Also note that patch I made is no longer needed as those specific BP70 animations should be available now in UAP without it.

thanks for your answer, nonetheless i want your patch, just in case, when installing the uap patch there is a checkbox "hide some aaf anims" i´m leaving this out....

i also noticed, ..read somewhere ,to set ignore_animation_genders        = true, in aaf settings, then you have a larger selection of animations?

i was about to throw out the uap patch, it also does not  cover 50 shades of fallout anims, id odnt know if ever see one of those by default

Spoiler

uapisprobablygay.jpg.aee9ec1c278891d31a24ca65c1d95574.jpg

 

Edited by sickboy791
Posted

Thx for the extended guide.

 

I have one major doubt:

Do I have to use Just Business and Human Resources together? Or do I need to choose one of them? And what's the major difference between both? 

 

Thx!

Posted (edited)

Nexus has a guide on how to install cbbe+3bbb with the skeletal adjustments and zex

 

https://www.nexusmods.com/fallout4/articles/3719

 

Edit: it looks like the guide was written without checking against a fresh delete/reinstall of fallout4. The skeleton.nif which it installs for DFS would not exist until ZEX is installed. This would probably have been obvious if the install instructions had been tested against MO2 (though they still would have needed a clean copy of fallout4). Hopefully this is the only problem I find here.

 

(It's almost a shame that LL has fallen behind nexus on zaz support. Fortunately, this looks easy enough.)

 

Edit: I eventually abandoned this approach because I could not find enough information on dealing with the extra 3bbb "bones" in my mod selections.

Edited by sen4mi
Posted
On 12/14/2022 at 2:18 PM, neoridon said:

Do I have to use Just Business and Human Resources together? Or do I need to choose one of them? And what's the major difference between both? 

 

My personal opinion, Human Resources works better (at least it did for my game/how I wanted to play). I had a lot of issues with Just Business, so I went back to HR in the next game. The only real differences that I could tell (mind you, in my short time with JB) is that JB seemed more streamlined where HR was more "feature rich". That's just my personal opinion

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