vaze234 Posted June 6, 2023 Posted June 6, 2023 (edited) 2 hours ago, vaultbait said: Per the discussion on its forum, first it would need someone to add bones for morphing. Oh. Hopefully it can be by the author or someone. Thanks. Edited June 6, 2023 by vaze234
Jeffey67 Posted June 6, 2023 Posted June 6, 2023 So, may be unusial question, but I really don't know where to post it. Installed Human resourses and Autonomy enhansed. Those both acftivate aaf scene vs AI. And sometime I notised, that during, for example, FM in the AAF window at very bottom appearing trace message "adding" and additional horny actor joins to threesome. After a while he exits and previous animation reverts. That's pretty nice and suint to immertion, somehow. Somehow after reinstalling AAF due to some error mesagges This doesn't happen any more. What is this& How it works and can I controll this? I mean can I turn on or off this ability? I checked AAF wiki *.xml branch, but couldn't find anything about addind actors during scenes. Exiting yes, but adding... Thank you in advance.
vaultbait Posted June 6, 2023 Posted June 6, 2023 11 minutes ago, Jeffey67 said: So, may be unusial question, but I really don't know where to post it. Installed Human resourses and Autonomy enhansed. Those both acftivate aaf scene vs AI. And sometime I notised, that during, for example, FM in the AAF window at very bottom appearing trace message "adding" and additional horny actor joins to threesome. After a while he exits and previous animation reverts. That's pretty nice and suint to immertion, somehow. Somehow after reinstalling AAF due to some error mesagges This doesn't happen any more. What is this& How it works and can I controll this? I mean can I turn on or off this ability? I checked AAF wiki *.xml branch, but couldn't find anything about addind actors during scenes. Exiting yes, but adding... Thank you in advance. I don't use HR and have seen it happen quite often with just AE alone and its come up multiple times in the AE support topic. Load a cell up with eligible actors, crank up the fequency of scans in AE's MCM, then sit back and watch. Eventually you'll end up with an increasing number of animations which are, I think, overlapping AE scenes due to race conditions resulting from excessive script lag. My theory is that AE ends up setting up a scene, then before that scene can start it ends up setting up another scene and choosing one of the same actors from the previous scene, by the time the second scene sets up the first is already running, and the new actors get added to the running scene. Then when the scene is ended, one of the actors from the first scene exits leaving the other one and the one that was chosen for the "new" scene engaged in a perpetual animation until you bring up the AAF on-screen interface and end that one manually. I do a lot of playtesting and start new games often. I've observed that if I enable AE in its MCM at the beginning of a playthrough, once I'm a few hours into spending time in populated areas of the map I wind up with massive worsening script lag. If I don't turn on AE at all things are fine. If I play for a while without AE and then turn it on, the lag appears a few hours of playtime thereafter. I have a suspicion AE is leaving an ever growing number of script instances running perpetual loops/timers, possibly as a result of and/or causing these race conditions with actors getting joined to already running scenes, maybe a kind of feedback loop (scripts get stuck due to not exiting cleanly, script lag increases, race conditions in actor selection get worse leading to more improperly terminated scenes, repeat).
Jeffey67 Posted June 6, 2023 Posted June 6, 2023 1 hour ago, vaultbait said: I don't use HR and have seen it happen quite often with just AE alone and its come up multiple times in the AE support topic. Load a cell up with eligible actors, crank up the fequency of scans in AE's MCM, then sit back and watch. Eventually you'll end up with an increasing number of animations which are, I think, overlapping AE scenes due to race conditions resulting from excessive script lag. My theory is that AE ends up setting up a scene, then before that scene can start it ends up setting up another scene and choosing one of the same actors from the previous scene, by the time the second scene sets up the first is already running, and the new actors get added to the running scene. Then when the scene is ended, one of the actors from the first scene exits leaving the other one and the one that was chosen for the "new" scene engaged in a perpetual animation until you bring up the AAF on-screen interface and end that one manually. I do a lot of playtesting and start new games often. I've observed that if I enable AE in its MCM at the beginning of a playthrough, once I'm a few hours into spending time in populated areas of the map I wind up with massive worsening script lag. If I don't turn on AE at all things are fine. If I play for a while without AE and then turn it on, the lag appears a few hours of playtime thereafter. I have a suspicion AE is leaving an ever growing number of script instances running perpetual loops/timers, possibly as a result of and/or causing these race conditions with actors getting joined to already running scenes, maybe a kind of feedback loop (scripts get stuck due to not exiting cleanly, script lag increases, race conditions in actor selection get worse leading to more improperly terminated scenes, repeat). Yeah, I see. really Nvm with HR. It's actually AE's glitch. Moreover, I've managed to install 2 clones of AE ? Thank you 4 expalnation.
wolfang8 Posted June 6, 2023 Posted June 6, 2023 I'm wondering if all outdated mods and patches should be removed for AAF 166. I still have the following mods and am not sure if they are ok even though they are not listed on the AAF fucking manual: 1) Advanced Animation Framework Compatibility Patches 2) AAF UAPv2.6.64 3) FO4 AnimByLeito Alternate Female Voices v1 AAF seems working fine now, but I still have no clue if these mods cause any kind of issue in the background.
Sgt. Marge Posted June 6, 2023 Posted June 6, 2023 (edited) 50 minutes ago, wolfang8 said: I'm wondering if all outdated mods and patches should be removed for AAF 166. I still have the following mods and am not sure if they are ok even though they are not listed on the AAF fucking manual: 1) Advanced Animation Framework Compatibility Patches 2) AAF UAPv2.6.64 3) FO4 AnimByLeito Alternate Female Voices v1 AAF seems working fine now, but I still have no clue if these mods cause any kind of issue in the background. Sometimes people miss these notes. The only patch we support is UAP. Or if you are using Hardship, also Staged Leito Plus as loaded after UAP according to the screen shot and notes in the guide. Regarding #3 on your list Regarding #2 on your list, and Ulf doesn't keep old versions on that page. Regarding #1 on your list, that one sounds quite old and I can't even find the page anymore. Is it listed in the skip list? Edited June 6, 2023 by Sgt. Marge Edited for clarity and such 1
Jeffey67 Posted June 6, 2023 Posted June 6, 2023 However, Animation AddonsAndFixes work fine, if choose supprt for SavageCabbage and BP70. AAF doesn'r report any additional (ouch) errors.
Sgt. Marge Posted June 7, 2023 Posted June 7, 2023 1 hour ago, Jeffey67 said: However, Animation AddonsAndFixes work fine, if choose supprt for SavageCabbage and BP70. AAF doesn'r report any additional (ouch) errors. You can use whatever you want, but we don't support that mod because of its requirement of the old strap on mod and previous problems with the quality of the mod itself.
wolfang8 Posted June 7, 2023 Posted June 7, 2023 (edited) 8 hours ago, Sgt. Marge said: Sometimes people miss these notes. The only patch we support is UAP. Or if you are using Hardship, also Staged Leito Plus as loaded after UAP according to the screen shot and notes in the guide. Regarding #3 on your list Regarding #2 on your list, and Ulf doesn't keep old versions on that page. Regarding #1 on your list, that one sounds quite old and I can't even find the page anymore. Is it listed in the skip list? Thx a lot for the details. I didn't realize that I installed the right UAP version actually. I just forgot -1 when I installed, but turns out it is the right version since I check it out. I think Advanced Animation Framework Compatibility Patches is too old as you said. Furthermore, I downloaded/installed it in 2019. I have a couple of questions. Since several AutoStageAnimationPlease and CumNWealth mods are installed in my system. Are they not necessary as well? Plus, SexAttribute HUD is also installed and I'm not sure if it is part of SexAttribute or it is just an old name of SexAttribute? The latest HUD version is really old. In fact, it is on top of the list, so I doubt it is just the first version. Edited June 7, 2023 by wolfang8
vaultbait Posted June 7, 2023 Posted June 7, 2023 8 hours ago, wolfang8 said: Since several AutoStageAnimationPlease and CumNWealth mods are installed in my system. Are they not necessary as well? UAP does what those old patches did, so they're redundant these days (and also made specifically for very outdated versions of animation packs, so more likely to break them than do anything). 8 hours ago, wolfang8 said: Plus, SexAttribute HUD is also installed and I'm not sure if it is part of SexAttribute or it is just an old name of SexAttribute? The latest HUD version is really old. In fact, it is on top of the list, so I doubt it is just the first version. The Sex Attributes author hasn't maintained that HUD for some time, so it no longer works effectively with modern versions of SA. 1
vaultbait Posted June 7, 2023 Posted June 7, 2023 On 2/27/2020 at 3:49 AM, Saya Scarlett said: Vaultbait's Mods Milking Human Kindness I've also got Unhealthy Craving which would fit in the Gameplay/Utility section (for example, it monitors AAF events and counts the time spent having sex as exercise for fat-burning purposes, can trigger spontaneous "foodgasms" when eating, etc).
RitualClarity Posted June 7, 2023 Posted June 7, 2023 5 hours ago, vaultbait said: I've also got Unhealthy Craving which would fit in the Gameplay/Utility section (for example, it monitors AAF events and counts the time spent having sex as exercise for fat-burning purposes, can trigger spontaneous "foodgasms" when eating, etc). I know how you feel... I am having actual foodgasms currently. I went and got the best beef and onion rings etc. in my part of town. Chowing down now. I can honestly see a good playthough with this. Loosing weight by sex and having foodgasms with selected food. Maybe a survival tie in.
vaultbait Posted June 7, 2023 Posted June 7, 2023 1 hour ago, RitualClarity said: I know how you feel... I am having actual foodgasms currently. I went and got the best beef and onion rings etc. in my part of town. Chowing down now. I can honestly see a good playthough with this. Loosing weight by sex and having foodgasms with selected food. Maybe a survival tie in. Yeah, it was designed around HC survival/Advanced Needs playthroughs since you need to eat/drink/sleep regularly, and deal with healthier food spoiling on you so the only reliable sources of food are... junk food! Good luck keeping a trim figure in the Commonwealth, unless it's through sheer starvation or constantly running from one fight to the next. 1
wolfang8 Posted June 8, 2023 Posted June 8, 2023 15 hours ago, vaultbait said: UAP does what those old patches did, so they're redundant these days (and also made specifically for very outdated versions of animation packs, so more likely to break them than do anything). The Sex Attributes author hasn't maintained that HUD for some time, so it no longer works effectively with modern versions of SA. Thanks for the answer! So, is that mean we don't need the HUD one any longer? Does it cause any issue?
omallory Posted June 8, 2023 Posted June 8, 2023 Hi, I followed the guide and encountered few issues. 1) I used zeroed slider for Bodytalk and Fusion Girl. But all npc including Nate becomes fat even though I have customized him during character creation. Same thing happens with other bodyslide presets. 2) My female character becomes fat only during AAF animation and reverts to normal after the animation ends. I only tried pose mods to test AAF, haven't tried sex animations yet. What might be causing the issue?
vaultbait Posted June 8, 2023 Posted June 8, 2023 11 hours ago, wolfang8 said: So, is that mean we don't need the HUD one any longer? Does it cause any issue? The Sex Attributes HUD was never necessary, it was simply a convenience for continually displaying the current state of your attributes on the screen while playing. It shouldn't break anything even now, it just may not work correctly and is definitely missing a lot of newer stats introduced to Sex Attributes in recent years.
vaultbait Posted June 8, 2023 Posted June 8, 2023 4 hours ago, omallory said: I used zeroed slider for Bodytalk and Fusion Girl. But all npc including Nate becomes fat even though I have customized him during character creation. Same thing happens with other bodyslide presets. This is the BodyGen configuration included for BodyTalk in the ZBG mod. You can edit the files under Data\F4SE\Plugins\F4EE\BodyGen\ subfolders to your liking (see the LooksMenu mod description page for an explanation of how to configure its BodyGen feature), or just remove them if you want everyone to have identical bodies all the time. 4 hours ago, omallory said: My female character becomes fat only during AAF animation and reverts to normal after the animation ends. I only tried pose mods to test AAF, haven't tried sex animations yet. Once again, this is BodyGen. It's configured by ZBG to apply random proportions to any new NPC. Since the way AAF does animations involving the player character is to turn the PC invisible and then spawn a new NPC as a body double instead (so that the camera will work), BodyGen is seeing the new NPC that's created as the player stand-in and trying to give it a unique random body shape. If you do want to use BodyGen, you can set it up to exclude the AAF "doppelganger" actor base form by assigning it an explicit zero-sliders template. 1
omallory Posted June 8, 2023 Posted June 8, 2023 1 hour ago, vaultbait said: This is the BodyGen configuration included for BodyTalk in the ZBG mod. You can edit the files under Data\F4SE\Plugins\F4EE\BodyGen\ subfolders to your liking (see the LooksMenu mod description page for an explanation of how to configure its BodyGen feature), or just remove them if you want everyone to have identical bodies all the time. Once again, this is BodyGen. It's configured by ZBG to apply random proportions to any new NPC. Since the way AAF does animations involving the player character is to turn the PC invisible and then spawn a new NPC as a body double instead (so that the camera will work), BodyGen is seeing the new NPC that's created as the player stand-in and trying to give it a unique random body shape. If you do want to use BodyGen, you can set it up to exclude the AAF "doppelganger" actor base form by assigning it an explicit zero-sliders template. I don't mind identical bodies so I just removed it. Thank you for the solution!
wolfang8 Posted June 9, 2023 Posted June 9, 2023 9 hours ago, vaultbait said: The Sex Attributes HUD was never necessary, it was simply a convenience for continually displaying the current state of your attributes on the screen while playing. It shouldn't break anything even now, it just may not work correctly and is definitely missing a lot of newer stats introduced to Sex Attributes in recent years. I see. Thx a lot for all your answers. It's time to enjoy the game! Have a nice weekend!
M.BISON Posted June 10, 2023 Posted June 10, 2023 This might be an obvious. I'm installing one the requirements for (UAP) Ultimate AAF Patch, which is xSE PluginPreloader F4. The installation instructions for xSE PluginPreloader F4 is kind of confusing!? My question is - how do I install xSE PluginPreloader F4? Do I put it in game directory (where fallout.exe is) or use MO2 but don't know the data file structure is supposed to be.
Kaffeekirsche Posted June 10, 2023 Posted June 10, 2023 (edited) 18 hours ago, M.BISON said: This might be an obvious. I'm installing one the requirements for (UAP) Ultimate AAF Patch, which is xSE PluginPreloader F4. The installation instructions for xSE PluginPreloader F4 is kind of confusing!? My question is - how do I install xSE PluginPreloader F4? Do I put it in game directory (where fallout.exe is) or use MO2 but don't know the data file structure is supposed to be. Put IpHlpAPI.dll and xSE PluginPreloader.xml in your root Fallout 4 directory (where Fallout4.exe is), NOT in the Data folder. Edited June 10, 2023 by pandory 1
delete1618 Posted June 11, 2023 Posted June 11, 2023 Something that may be worth adding to the OP: Something in the AGCP addon (https://www.nexusmods.com/fallout4/mods/13743) seems to break the female skeleton. At least, it does for CBBE; I didn't test it on FG.
vaultbait Posted June 11, 2023 Posted June 11, 2023 On 6/10/2023 at 1:37 AM, M.BISON said: This might be an obvious. I'm installing one the requirements for (UAP) Ultimate AAF Patch, which is xSE PluginPreloader F4. The installation instructions for xSE PluginPreloader F4 is kind of confusing!? My question is - how do I install xSE PluginPreloader F4? Do I put it in game directory (where fallout.exe is) or use MO2 but don't know the data file structure is supposed to be. If MO2 has a feature to install mods outside of the Data folder (in Vortex you set the mod as "engine injector" type to do it), that might be another option.
Sgt. Marge Posted June 11, 2023 Posted June 11, 2023 6 hours ago, delete1618 said: Something that may be worth adding to the OP: Something in the AGCP addon (https://www.nexusmods.com/fallout4/mods/13743) seems to break the female skeleton. At least, it does for CBBE; I didn't test it on FG. Are you sure about this? Because that mod was rolled up into this one which doesn't break any skeleton https://www.nexusmods.com/fallout4/mods/24830 And I don't see any skeleton files in the mod you linked
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