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


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Posted

May Todd bless you with free DLC's for your work Saya. Maybe this 6th installation of modded Fallout 4 will finally work good enough to not cause me to delete it after a week of crashes and bugs (probably not tho).

Posted (edited)

Got a bit of a head scratcher here - The only issue I have is dogmeat's meat won't show up during animations. I've got everything installed, including UAP. Everything is working, except that. Tried looking for missing dependencies, but they're all there. Any help would be appreciated

 

EDIT: If anyone else has this issue, I reinstalled UAP with the latest version and switched to looksmenu 1.18 - Although I think the most recent version of UAP was the fix

Edited by bloodbus
Figured it out
Posted (edited)

Alright, i have an issue, i updated my build to last versions of AAF to play nuka ride and commonwealth slavers mods, all according to this manual, everything works, but:
1) when animation starts, my character's body swaps with completely different model, it is CBBE thow some default one but i don't get it why is this a thing. did any of the mods in manual changes your body?
2) scenes always force player and npc to 1.0 scale, but Im pretty sure i disable size scaling everywhere when was installing AAF. My character was set to 0.95 so it would be same hight as other npc's wile wearing high heels, and standing animation would be properly aligned, but they are missing now due to rescaling
3) wtf is happened with shlongs? (see screenshot) after 1st stages scene it mutates into baseball bat, (every race except creatures is affected)

enb2023_5_17_02_37_13.jpeg

Edited by Hardfliprus2
Posted

looks like a bodygen error, another symptom is actors vanishing body's, generally means something is incorrectly using looksmenu morphs. you can just have bodytalk to add shlongs to npc's and it works perfectly fine with vanilla clothes dont need its body slides or clothes/armor edits. but meh to each they own

Posted (edited)
15 hours ago, RandomKhajiit said:

looks like a bodygen error, another symptom is actors vanishing body's, generally means something is incorrectly using looksmenu morphs. you can just have bodytalk to add shlongs to npc's and it works perfectly fine with vanilla clothes dont need its body slides or clothes/armor edits. but meh to each they own

Yeah im sorted most of the things out, shlongs was broken due to not selecting morphs in bodyslide for BT3
Body swapped because of Family Planning enhanced (idk how to fix this one)

But
I still cant figure out why scaling is happening even after i turned off  FPE mod and not only that, all the morphs on character is switches off when scene starts
So every scene there is 1 to 1 scale actors with default morphs on the body, i guess its the UAP who overrides AAF config there, but how

Edited by Hardfliprus2
Posted
2 minutes ago, Hardfliprus2 said:

Yeah im sorted most of the things out, shlongs was broken due to not selecting morphs in bodyslide for BT3
Body swapped because of Family Planning enhanced (idk how to fix this one)

But
I still cant figure out why scaling is happening even after i turned off  FPE mod and not only that, all the morphs on character is switches off when scene starts
So every scene there is 1 to 1 scale actors with default morphs on the body, i guess its the UAP who overrides AAF config there, but how

if you're using the bodytalk/fusion girl morphs mod that uses bodygen to mess with npc's body's all the time its what's causing the random morphs shenanigans, cbbe/TWB and AB don't have the issues BT/FG does with that mod, i ditched FG after getting tired of trying to fix its defects, played skyrim and FO4 for years and never seen the issues that body combo causes funny general blame tho is at looksmenu which i always found funny as hell.

Posted (edited)
21 minutes ago, RandomKhajiit said:

if you're using the bodytalk/fusion girl morphs mod that uses bodygen to mess with npc's body's all the time its what's causing the random morphs shenanigans, cbbe/TWB and AB don't have the issues BT/FG does with that mod, i ditched FG after getting tired of trying to fix its defects, played skyrim and FO4 for years and never seen the issues that body combo causes funny general blame tho is at looksmenu which i always found funny as hell.

i use bodytalk/cbbe, you think that can be the case? after scene starts i noticed that when you choose your character in console it is allways some random Id[PP][TI] or somth, not 0000014 i thought  maybe it is the cause

Edited by Hardfliprus2
Posted
7 hours ago, Hardfliprus2 said:

Yeah im sorted most of the things out, shlongs was broken due to not selecting morphs in bodyslide for BT3
Body swapped because of Family Planning enhanced (idk how to fix this one)

But
I still cant figure out why scaling is happening even after i turned off  FPE mod and not only that, all the morphs on character is switches off when scene starts
So every scene there is 1 to 1 scale actors with default morphs on the body, i guess its the UAP who overrides AAF config there, but how

If you want to disable scaling (no recommended) you need to check all the ini files in your AAF folder (one of them is overwriting AAF ini and it's not UAP). For the morph, use a static morph for AAF doppelganger.

Posted
33 minutes ago, Mohawk32 said:

May want to add that ENB uses the Home key, so if you want to run both, you'll have to change the XML.

 

What version of ENB? 0.489 says this on my screen when starting up:

 

Quote

Press SHIFT and ENTER to show editor (by default)

 

Posted (edited)
6 hours ago, vaultbait said:

 

What version of ENB? 0.489 says this on my screen when starting up:

 

 

Huh, that's weird... Mine has always been set to the Home key on every version I ever downloaded.  I do need to update though if 0.489 is out, I'm on 0.487

 

Edit:  Home is set for FPS limit in the enblocal.ini  I got mixed up somehow, but it does bring up an overlay window for ENB in game.

 

Edited by Mohawk32
Found more info on topic
Posted (edited)

@Saya Scarlett
Thank you very much for this guide! It was exceptionally helpful.
I had to read from here and there, and figure out how modding works for Fallout 4 but with your guide and MO2 it was so much better than 2 years ago when I when I modded my Witcher 3 with Vortex. MO2 was a revelation lol!
First time modding Fallout 4 and so far I assembled more than 300 mods and everything seems to be working properly. This forum helped me figure out most of what I needed to know. Took me around a week to set everything up. I will start playing tomorrow. :)

Thank's a lot to the community in general as well. There is so much content.
I am approaching the limit for the number plugins and if I understand correctly from there I will eventually have to get the loose files version of certain mods if I want to add more.


For the moment I have added enough though and am eager to start my new lewd survivalist
a playthrough!

3miloa

Edited by 3milioa
Posted
4 hours ago, 3milioa said:

First time modding Fallout 4 and so far I assembled more than 300 mods and everything seems to be working properly.
...
I am approaching the limit for the number plugins and if I understand correctly from there I will eventually have to get the loose files version of certain mods if I want to add more.

 

There's more than one limit, and you're probably mixing them both up:

 

For plugins (ESL/ESM/ESP files) there's a limit of 254 non-light index numbers (0x00 through 0xFD in hex). Plugins flagged as "light masters" share index 0xFE and use an additional 12 bits for a subindex, meaning you can have up to 4096 additional light plugins. If you see a mod mention that it uses an ESL-flagged ESP or ESPfe plugin then that's light so doesn't count against the smaller 254 plugin limit. Many plugins from older mods, especially empty plugins, can be trivially made light to reduce the problem further. Just avoid recommendations to "compact" or "renumber" a plugins forms in order for them to fit into the light master range since this can cause compatibility issues particularly with regard to integration between mods.

 

For archives (BA2 files) there's some conflicting reports as to what the limit might be but it sounds like it's somewhere in the 300-500 and might not count texture archives. If you run into symptoms that might indicate some archives aren't being loaded, you can address that by switching to "loose files" alternative versions of some mods, or by unpacking the archives yourself, or by repacking multiple archives to combine them into fewer archives (some people swear by tools that merge archives together, reporting significant performance gains).

 

Remember, mods can have multiple plugins, multiple archives, or even none of either, so the number of mods you've installed isn't an indication of how close you are to either the plugin or archive count limits.

Posted (edited)
59 minutes ago, vaultbait said:

 

There's more than one limit, and you're probably mixing them both up:

 

For plugins (ESL/ESM/ESP files) there's a limit of 254 non-light index numbers (0x00 through 0xFD in hex). Plugins flagged as "light masters" share index 0xFE and use an additional 12 bits for a subindex, meaning you can have up to 4096 additional light plugins. If you see a mod mention that it uses an ESL-flagged ESP or ESPfe plugin then that's light so doesn't count against the smaller 254 plugin limit. Many plugins from older mods, especially empty plugins, can be trivially made light to reduce the problem further. Just avoid recommendations to "compact" or "renumber" a plugins forms in order for them to fit into the light master range since this can cause compatibility issues particularly with regard to integration between mods.

 

For archives (BA2 files) there's some conflicting reports as to what the limit might be but it sounds like it's somewhere in the 300-500 and might not count texture archives. If you run into symptoms that might indicate some archives aren't being loaded, you can address that by switching to "loose files" alternative versions of some mods, or by unpacking the archives yourself, or by repacking multiple archives to combine them into fewer archives (some people swear by tools that merge archives together, reporting significant performance gains).

 

Remember, mods can have multiple plugins, multiple archives, or even none of either, so the number of mods you've installed isn't an indication of how close you are to either the plugin or archive count limits.


I understood that there was a difference between the number of mods vs number of plugins, but not the notion of light plugins regarding the 254-plugin maximum.
Since my MO2 was showing 221 active plugins, I figured I was getting close to the limit but I have more margin than I thought now.
To understand better from an example, is it possible to approximate it from the plugin section readings of MO2?
This is the numbers I have:
image.png.2f7aafa2776ba903efc730dc33527914.png
Active ESMs + ESPs would be the number of "hard plugins" I have running, not 221?
Is using this section a good indicator or I should keep track of it manually when installing mods and reading their descriptions?

About the BA2 files, is there a section in MO2 keeping track of them too? (Edit: that would be the Archives section?)

Thank you for the information!

Edited by 3milioa
Posted (edited)
27 minutes ago, 3milioa said:


I understood that there was a difference between the number of mods vs number of plugins, but not the notion of light plugins regarding the 254-plugin maximum.
Since my MO2 was showing 221 active plugins, I figured I was getting close to the limit but I have more margin than I thought now.
To understand better from an example, is it possible to approximate it from the plugin section readings of MO2?
This is the numbers I have:
image.png.2f7aafa2776ba903efc730dc33527914.png
Active ESMs + ESPs would be the number of "hard plugins" I have running, not 221?
Is using this section a good indicator or I should keep track of it manually when installing mods and reading their descriptions?

About the BA2 files, is there a section in MO2 keeping track of them too? (Edit: that would be the Archives section?)

Thank you for the information!

 

I use Vortex so I'm not sure what terminology MO2 may use, but I get the impression "active" there simply means "enabled" (suggesting you have one disabled ESL plugin somewhere). If MO2 indicates non-light vs light plugins in some way then it's likely elsewhere (though keep in mind that ESL plugins are always flagged as light, ESP plugins are sometimes flagged as light, and ESM plugins are rarely flagged as light). You can also check this and more with the AAF Game Files Verifier (AAF_GFV.exe) from Moddingham. [Edit: Scratch that, it also doesn't notice when non-ESL plugin files have the light flag in them. You'll probably need someone familiar with MO2 to tell you how they differentiate them since I'm only familiar with how Vortex does it.]

 

As for counting BA2 archives, you can just open the Data folder in the Windows file explorer, sort by file type, and then shift-select the BA2 files since they'll all be grouped together. The bottom of the explorer window will tell you how many you've selected.

Edited by vaultbait
Posted
42 minutes ago, vaultbait said:

 

I use Vortex so I'm not sure what terminology MO2 may use, but I get the impression "active" there simply means "enabled" (suggesting you have one disabled ESL plugin somewhere).

Yes I disabled one on purpose, I am not sure why the fomod installed it when I don't check it. I use Fusion Girl, and it was a CBBE related plugins and was crashing the game.

 

 

45 minutes ago, vaultbait said:

If MO2 indicates non-light vs light plugins in some way then it's likely elsewhere (though keep in mind that ESL plugins are always flagged as light, ESP plugins are sometimes flagged as light, and ESM plugins are rarely flagged as light). You can also check this and more with the AAF Game Files Verifier (AAF_GFV.exe) from Moddingham.

Thank you , I will check this tool.

 

 

46 minutes ago, vaultbait said:

As for counting BA2 archives, you can just open the Data folder in the Windows file explorer, sort by file type, and then shift-select the BA2 files since they'll all be grouped together. The bottom of the explorer window will tell you how many you've selected.

Makes sense, thank you!

Posted

Just wanna say i really appreciate you took the time and effort to put this guide up, i've been toying with Adult AAF since a few years on top of a "survival difficulty" modlist (Damn Apocalypse, Agony, PANPC and such), and i always had to accept that some stuff was going to break or just plain not work at all

 

That was until i found out about this guide and followed it to the letter, i've been on this playthrough for ~60h, and not a single issue, everything works perfect with the exception of a bit of script lag sometimes that's entirely due to me running a lot of script heavy mods at the same time, and even then things still aren't breaking

 

Also convinced me to switch to MO2, and run Buffout

I was on XCinema ENB and LFX isn't compatible so it was tough to let it go, but now i'm on Pilgrim ENB and the trade off was well worth it, i wanted pure hardcore desolation with all the vile stuff that comes with it and thanks to you i have it running flawlessly

 

So, again, thank you, your efforts are very appreciated

Posted
On 5/13/2023 at 4:47 PM, MaxxBlack said:

Hello thanks for the guide.  I've been following it and have hit a snag.  In the install directions it says:

 

 Make sure to build Male Body (If you have BodyTalk, ignore Atomic Muscle for this step) with Erection slider at 0% and the 'morphs' box checked, in Bodyslide.

 

As a result I have a male body with underwear.

 

I am sorry for the ignorance but I cannot figure out how to do this with Bodytalk.  I went in to Bodyslide (I assume that is where I go) but I do not see a Bodytalk body in the drop down.  What am I missing? 

 

Thank you for your help and support this guide is great!

 

Had you install Bodytalk? I'm using BodyTalk3 be sure not to have the "BodyTalk3-NeverNude" unchecked when batch building. 

 

Go to the outfit filter in the upper right and enter BodyTalk - that should limit the number of entries in the Outfit/Body dropdown on the upper left... select plain old BodyTalk3 for the outfit/body and then what preset you'd want underneath that. Click the preview button to see what it will render (That should be a preview of the .nif it will generate).  

 

When generating batch building you need to make sure you're really limiting the list to what you want.

Posted

I am having an issue where the game starts just fine and I can play and save, reload a save, exit game and reload a save.  Until I get to level 4-6.  After that I crash on load.  There was no indications of a problem while playing.  I didn't crash.  I realized I hadn't bodyslided something and exited the game to do so.  After that the save would no longer load. 

Clearly something is out of sorts, but I'm not sure where to start looking.  I can load an earlier save 5 saves prior to the latest, but after that they all crash on load.  The only thing I can think of is that I set up some MCM menu items between then and later saves.  Is that something that must be done at game start with AAF installed? 

Any suggestions would be helpful

Posted
4 hours ago, sattyre said:

I am having an issue where the game starts just fine and I can play and save, reload a save, exit game and reload a save.  Until I get to level 4-6.  After that I crash on load.  There was no indications of a problem while playing.  I didn't crash.  I realized I hadn't bodyslided something and exited the game to do so.  After that the save would no longer load. 

Clearly something is out of sorts, but I'm not sure where to start looking.  I can load an earlier save 5 saves prior to the latest, but after that they all crash on load.  The only thing I can think of is that I set up some MCM menu items between then and later saves.  Is that something that must be done at game start with AAF installed? 

Any suggestions would be helpful

 

If you followed this manual, then you'll also have Buffout 4 installed, so there will be crashlog files it created every time the game crashed. You should be able to feed those into Crash Log Auto Scanner and get some more useful hints and ideas for a potential root cause.

 

Also, like the beginning of the manual says, you'll have more luck asking for assistance with this stuff in the help channels on the AAF Discord.

Posted
1 hour ago, vaultbait said:

If you followed this manual, then you'll also have Buffout 4 installed, so there will be crashlog files it created every time the game crashed. You should be able to feed those into Crash Log Auto Scanner and get some more useful hints and ideas for a potential root cause.

 

Also, like the beginning of the manual says, you'll have more luck asking for assistance with this stuff in the help channels on the AAF Discord.

Awesome.  Thanks.  I didn't know about the crash log scanner.   That might just do the trick.  I have put AAF on top of MOFAM so there is a lot that could go wrong.

Posted

after having installed all in the rigfht order, I was getting the attempt to launch AAF wiz ... nothing. It wld start then just stop. decided to look in the error logs... seriously did not expect this many errors nor do I have a clue as to how to fix them

Fallout4 5_24_2023 2_38_52 PM.png

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