Sims4GigaChad Posted July 17, 2024 Posted July 17, 2024 29 minutes ago, vaultbait said: As others have noted recently, make sure the files from AAF are not being overwritten by any other mod. Multiple mods ship copies of (different versions of) LLFP, you want to make sure the one that comes with AAF is what ends up in your game. If you're using the old 1.10.163 version of Fallout 4 then you should have AAF 171.0 beta, F4SE 0.6.23 and LooksMenu 1.6.18 (or 1.6.20) installed. If you're using the latest (NG) game release then you need AAF 172.0 NG with F4SE 0.7.x (latest version) and F4SE 0.7.x (latest version). But first, check to make sure no other mods are overwriting files from AAF itself. Only mod that does is UAP, or Ultimate AAF Patch.
vaultbait Posted July 18, 2024 Posted July 18, 2024 1 hour ago, Sims4GigaChad said: Only mod that does is UAP, or Ultimate AAF Patch. I don't use UAP, but think it likely overwrites AAF_equipmentSetData.xml to control which biped slots are stripped by default, maybe also AAF_morphSetData.xml to try to work around a problem with erection morphs. Those should be fine. Mainly you want to make sure nothing is overwriting LL_FourPlay.pex nor LL_fourPlay_*.dll files.
MajorWard Posted July 18, 2024 Posted July 18, 2024 8 hours ago, vaultbait said: It's because some animation pack you installed is making references to forms from AWKCR's plugin (and the other "missing" plugins listed there). Try reinstalling your animation packs and pay close attention to the FOMOD installer menu options. Some of them have checkboxes to add configuration supporting those other mods, but if you don't have those mods installed then it will break in-game. I will go back and double-check tonight. The ones referring to “midcenturymodern” are from BP70 which used previously auto-downloaded CC content as furniture for animations. I’ll either see if it’s available for free or remove the XML file that references it. 8 hours ago, vaultbait said: Edit: As for the “[003] Looks Menu -1- Not Found. Disabling Morph Handling” message, that's saying AAF doesn't see LM installed at all. Do you maybe have the wrong version of LM installed corresponding to your game/F4SE versions? Or do you have a mod (like Immersive Nail Polish) that could be overwriting files from LooksMenu? I’m wondering if it’s the Fusion Girl Bodyslide Patch I got that allows for full body sliders in the in game LooksMenu interface. I used it to give my PC an “innie” as well as a few other tweaks from the base, zeroed sliders preset. If it is that, I can live without it I think. I could alter the base in Bodyslide but I think that could have some odd results due to Bodyslide randomisation? Either way I will disable the plugin and see what happens. As far as I know, no other mod I have that affects the PC over-rides LM. I have KS Hairdos, FB Pubes (which is an overlay rather than a body edit) and Cum Overlays and that’s about it. I get the overlays are stripped in scenes as AAF strips everything “worn” (although it retains vanilla additions like freckles, cheek splotches, dirt and so on). Like I said, I will disable / remove / re-install a few things and see how I get on.
vaultbait Posted July 18, 2024 Posted July 18, 2024 (edited) 6 hours ago, MajorWard said: I’m wondering if it’s the Fusion Girl Bodyslide Patch I got that allows for full body sliders in the in game LooksMenu interface. I used it to give my PC an “innie” as well as a few other tweaks from the base, zeroed sliders preset. If it is that, I can live without it I think. I could alter the base in Bodyslide but I think that could have some odd results due to Bodyslide randomisation? Either way I will disable the plugin and see what happens. Which "patch" is that? I know of ZBG (no longer available) and ZIGS (the current LooksMenu sliders I maintain for BT3/FG), but neither one patches anything, they just add files. ZBG did include sample BodyGen configuration enabled by default to randomize actor body shapes, ZIGS does not (I'm planning to eventually upload my body randomization configs as a separate mod in order to avoid the confusion that having them installed by default caused with ZBG). Anyway, neither of those mods should affect AAF's ability to detect the presence of LooksMenu's APIs. 6 hours ago, MajorWard said: As far as I know, no other mod I have that affects the PC over-rides LM. I have KS Hairdos, FB Pubes (which is an overlay rather than a body edit) and Cum Overlays and that’s about it. The reason I mentioned INP is that it has an option to replace LM's DLL file with one that has a bug fix included, but that DLL is built for older (pre-NG) games and is also unnecessary in the NG build of LM anyway as that already includes the same fix. Your mod manager (not sure which one you're using) should show you file conflicts, so if there's no file conflict between LM and some other mod then that's not the issue at least. Edit: Maybe double-check your f4se.log to make sure LooksMenu's DLL extension is successfully loading to begin with? 6 hours ago, MajorWard said: I get the overlays are stripped in scenes as AAF strips everything “worn” (although it retains vanilla additions like freckles, cheek splotches, dirt and so on). They're not though. As I explained before, the "player character" that you see in AAF scenes is not the actual player character, it's just an NPC made by copying the player reference (currently, this may change in the future). LooksMenu-added detail like overlays and body morphs doesn't get copied when the game clones an actor, so AAF has a separate routine to read those details from the actual player and then copy them to the NPC it created. This behavior is unique to scenes in which the player character is participating, because of how the camera is bound to the actual player reference by the game engine. Edited July 18, 2024 by vaultbait
Guest Posted July 18, 2024 Posted July 18, 2024 On 7/17/2024 at 9:03 AM, deff_lv said: One of your problem is writen in your MO2. Don't see installed BT3 (Atomic muscle is disabled) Read the manual. TWICE! thanks
Here4SlootyMods Posted July 18, 2024 Posted July 18, 2024 (edited) Ignore this post. Edited July 18, 2024 by Here4SlootyMods Found the answer to the question in the original post (it wasn't really about mods)
MajorWard Posted July 18, 2024 Posted July 18, 2024 5 hours ago, vaultbait said: Which "patch" is that? I know of ZBG (no longer available) and ZIGS (the current LooksMenu sliders I maintain for BT3/FG), but neither one patches anything, they just add files. This one: https://www.nexusmods.com/fallout4/mods/38672 5 hours ago, vaultbait said: Edit: Maybe double-check your f4se.log to make sure LooksMenu's DLL extension is successfully loading to begin with? I found the attached in my Documents but can't see a reference to LooksMenu.dll...? f4se.log
vaultbait Posted July 18, 2024 Posted July 18, 2024 1 hour ago, MajorWard said: This one: https://www.nexusmods.com/fallout4/mods/38672 That's probably fine, but rather ancient so I'm not 100% sure (description says it was made for FG 1.45, and the body wasn't stabilized until 1.75). 1 hour ago, MajorWard said: I found the attached in my Documents but can't see a reference to LooksMenu.dll...? f4se.log 68.11 kB · 1 download It's loading at least, LooksMenu's F4SE extension is known as F4EE ("Fallout 4 Engine Extender") for historical reasons: plugin f4ee.dll (00000001 Fallout 4 Engine Extender 00000002) loaded correctly (handle 1) Similarly for LLFP's F4SE extension (LL_fourPlay_*.dll) loading, so the log at least rules out that either was built for the wrong F4SE version. Note that LooksMenu also has its own log (f4ee.log) so you might want to check it for any obvious errors as well. Also if you have Papyrus logging enabled, maybe look for mentions of BodyGen or Overlay in there since those are the names of the script API stubs LooksMenu provides, what AAF would be trying to call into in order to copy body morphs and skin overlays. Did you have any more luck when asking in the #aaf_issues_nsfw channel on the AAF Discord?
MajorWard Posted July 18, 2024 Posted July 18, 2024 1 hour ago, vaultbait said: That's probably fine, but rather ancient so I'm not 100% sure (description says it was made for FG 1.45, and the body wasn't stabilized until 1.75). It allows you to alter body with full sliders in-game (open console, type "slm 14" and the rest...) OK. However these alterations don't carry over to AAF scenes. It was one way I tested they were not working. I used the sliders to give her stupidly big norks, which would be obvious if they shrank down in scenes, which they did. Once out they re-appeared. 1 hour ago, vaultbait said: It's loading at least, LooksMenu's F4SE extension is known as F4EE ("Fallout 4 Engine Extender") for historical reasons: plugin f4ee.dll (00000001 Fallout 4 Engine Extender 00000002) loaded correctly (handle 1) Similarly for LLFP's F4SE extension (LL_fourPlay_*.dll) loading, so the log at least rules out that either was built for the wrong F4SE version. Note that LooksMenu also has its own log (f4ee.log) so you might want to check it for any obvious errors as well. F4EE log attached. I did note that, at the top, there are a few errors and warnings about "template has no left hand side", but the ones that caught my eye were: BodyGenInterface::ReadBodyMorphs - Warning - template Fusion-ZeroSliders not found. Line (1) [F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\morphs.ini] BodyGenInterface::ReadBodyMorphs - Warning - template Fusion-ZeroSliders not found. Line (2) [F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\morphs.ini] There's a few more lines like this near the top. There's also: Error - Failed to load. [meshes\actors\character\characterassets\1stpersonfemalebody.tri] Now I know I batch-built Fusion Girl with morphs checked so I don't know why this is occurring. Found these relating to my PC: BodyGenInterface::EvaluateBodyMorphs - Generated 21 BodyMorphs for Rosie Ward (FF01A9DE) BodyGenInterface::EvaluateBodyMorphs - Generated 32 BodyMorphs for Rosie Ward (FF01A432) BodyGenInterface::EvaluateBodyMorphs - Generated 36 BodyMorphs for Rosie Ward (FF01A660) No joy with Discord yet. f4ee.log
vaultbait Posted July 18, 2024 Posted July 18, 2024 (edited) 1 hour ago, MajorWard said: It allows you to alter body with full sliders in-game (open console, type "slm 14" and the rest...) OK. However these alterations don't carry over to AAF scenes. It was one way I tested they were not working. I used the sliders to give her stupidly big norks, which would be obvious if they shrank down in scenes, which they did. Once out they re-appeared. Yeah, like I said, that's probably fine. At worst it may be missing some new sliders that got added to the base body mesh after 1.45 (e.g. BodFat), but if it is incomplete I still doubt it's at all related to the problem you're experiencing. For reference though, the latest available LooksMenu slider files for both BT3 and FG are currently maintained in ZIGS. As its description states, it's just the LM sliders for the bodies though, and doesn't provide BodyGen configuration to randomize NPC body shapes (there are other sources for those or you can make your own fairly easily, but I'll upload some of my own as a separate "mod" eventually too). 1 hour ago, MajorWard said: F4EE log attached. I did note that, at the top, there are a few errors and warnings about "template has no left hand side", but the ones that caught my eye were: BodyGenInterface::ReadBodyMorphs - Warning - template Fusion-ZeroSliders not found. Line (1) [F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\morphs.ini] BodyGenInterface::ReadBodyMorphs - Warning - template Fusion-ZeroSliders not found. Line (2) [F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\morphs.ini] There's a few more lines like this near the top. These should be fine since BodyGen just falls back to not applying any morphs for that missing template (which is what a zero-sliders template would imply anyway), but if you're worried about it you could create a Fusion-ZeroSliders template of your own and just add a single arbitrary slider name to it with a 0 value in order to silence those warnings. 1 hour ago, MajorWard said: There's also: Error - Failed to load. [meshes\actors\character\characterassets\1stpersonfemalebody.tri] Now I know I batch-built Fusion Girl with morphs checked so I don't know why this is occurring. I get this too. Human bodies have both 3rd-person and 1st-person meshes, the latter used for displaying the player's arms when in 1st-person view. I don't think FG comes with a 1st-person mesh replacer, but if it did then the morphs wouldn't be all that obvious anyway even if they worked. 1 hour ago, MajorWard said: ound these relating to my PC: BodyGenInterface::EvaluateBodyMorphs - Generated 21 BodyMorphs for Rosie Ward (FF01A9DE) BodyGenInterface::EvaluateBodyMorphs - Generated 32 BodyMorphs for Rosie Ward (FF01A432) BodyGenInterface::EvaluateBodyMorphs - Generated 36 BodyMorphs for Rosie Ward (FF01A660) That's an indication that BodyGen probably applied random body morphs to AAF's "doppelganger" NPC. You could block that by adding a more explicit morph for "AAF.esm|72e2" (the AAF doppelganger's form ID) to something like your Fusion-ZeroSliders template, but for testing purposes it may simply be easier to disable/remove your BodyGen configs. Regardless, that wouldn't explain the missing overlays since they should be unaffected by BodyGen resetting the actor's morphs to random values. 1 hour ago, MajorWard said: No joy with Discord yet. As the note at the top of the manual says, they're still probably your best bet. Since I'm not ready to upgrade to the new version of Fallout 4 yet (there are still some mods I'm waiting for that haven't updated), the most I can really do is assure you that it worked before "NG" happened, but I don't personally have proof that a new version of something hasn't actually broken this functionality. Edited July 18, 2024 by vaultbait
MajorWard Posted July 19, 2024 Posted July 19, 2024 (edited) 13 hours ago, vaultbait said: That's an indication that BodyGen probably applied random body morphs to AAF's "doppelganger" NPC. You could block that by adding a more explicit morph for "AAF.esm|72e2" (the AAF doppelganger's form ID) to something like your Fusion-ZeroSliders template, How would I go about doing that, please? Edited July 19, 2024 by MajorWard
izzyknows Posted July 19, 2024 Posted July 19, 2024 3 hours ago, MajorWard said: How would I go about doing that, please? Just curious, why not just downgrade the game and stop chasing a possibly non fixable bug/s or even creating even more bugs? One of the modding Golden Rules: Unless instructed by the mod author, once you start editing a mod, you forfeit all support. Not a dig at you! It happens far to many times where someone edits something, breaks a mod, reports the bug and then much later decides to mention they edited it. But if you follow that rule, you'll have less headaches, learn how to use modding tools and maybe even learn a little papyrus code. Which the latter two, will cause hair loss and an increase in adult beverage consumption. 1
MajorWard Posted July 19, 2024 Posted July 19, 2024 1 hour ago, izzyknows said: Just curious, why not just downgrade the game and stop chasing a possibly non fixable bug/s or even creating even more bugs? One of the modding Golden Rules: Unless instructed by the mod author, once you start editing a mod, you forfeit all support. Not a dig at you! It happens far to many times where someone edits something, breaks a mod, reports the bug and then much later decides to mention they edited it. But if you follow that rule, you'll have less headaches, learn how to use modding tools and maybe even learn a little papyrus code. Which the latter two, will cause hair loss and an increase in adult beverage consumption. 1. I am stubborn 2. I am very experienced in adult beverage consumption.
izzyknows Posted July 19, 2024 Posted July 19, 2024 1 hour ago, MajorWard said: 1. I am stubborn 2. I am very experienced in adult beverage consumption. Welcome to the club!! 🍻 1
vaultbait Posted July 19, 2024 Posted July 19, 2024 7 hours ago, MajorWard said: How would I go about doing that, please? There are a number of ways to approach it, but what I do is create a text file called Data\F4SE\Plugins\F4EE\BodyGen\AAF.esm\morphs.ini with this line in it: AAF.esm|72e2=Fusion-ZeroSliders Also, make sure you're testing (post-vault) with a new game or previously unmodded save (e.g. Ms. Vault 111 if you don't feel like creating your own with all your mods temporarily disabled).
MajorWard Posted July 19, 2024 Posted July 19, 2024 5 minutes ago, vaultbait said: There are a number of ways to approach it, but what I do is create a text file called Data\F4SE\Plugins\F4EE\BodyGen\AAF.esm\morphs.ini with this line in it: AAF.esm|72e2=Fusion-ZeroSliders Also, make sure you're testing (post-vault) with a new game or previously unmodded save (e.g. Ms. Vault 111 if you don't feel like creating your own with all your mods temporarily disabled). I'll try it now, thanks. I think you were right about the game using a random morph in scenes as I recently noticed Rosie gets really thicc thighs in scenes...plus a weird red "rash" around her arse...I have a pic of it (and the thighs) but I doubt anyone needs to see that!
MajorWard Posted July 19, 2024 Posted July 19, 2024 55 minutes ago, izzyknows said: Welcome to the club!! 🍻 Why yes, I would like a drink, thank-you! I'm sorry...force of habit! 🍻
vaultbait Posted July 19, 2024 Posted July 19, 2024 17 minutes ago, MajorWard said: I'll try it now, thanks. I think you were right about the game using a random morph in scenes as I recently noticed Rosie gets really thicc thighs in scenes...plus a weird red "rash" around her arse...I have a pic of it (and the thighs) but I doubt anyone needs to see that! Are you also using Random Overlay Framework? Your mention of a rash makes me wonder if it's resetting overlays because it thinks the AAF doppelganger is a new NPC it should act on and isn't correctly excluding it. You might want to also test without ROF if so.
MajorWard Posted July 19, 2024 Posted July 19, 2024 (edited) 12 hours ago, vaultbait said: Are you also using Random Overlay Framework? Your mention of a rash makes me wonder if it's resetting overlays because it thinks the AAF doppelganger is a new NPC it should act on and isn't correctly excluding it. You might want to also test without ROF if so. No, I don't have that mod. I tried creating the moprhs.ini file and it worked! Well in that it called the Fusion-Girl Zero Sliders body but the reddish area remained - I think that's just part of the Fusion Girl body, TBH. That's hardly the issue. Just wish it would copy the morphs. I altered her in game to have a rounder bum and an innie. She's also morphed by pregnancy (FPE mod) so her boobs are currently bigger than default. EDIT: I might have spoken too soon. Ran another scene and it was back to thick thighs... Edited July 20, 2024 by MajorWard
Nonononoki Posted July 20, 2024 Posted July 20, 2024 Is there a way to update AAF without starting a new save? I updated AAF to latest beta and now my save doesn't recognize it (but starting a new one does). I don't want to start over
MajorWard Posted July 20, 2024 Posted July 20, 2024 On 7/18/2024 at 11:16 PM, vaultbait said: That's an indication that BodyGen probably applied random body morphs to AAF's "doppelganger" NPC. You could block that by adding a more explicit morph for "AAF.esm|72e2" (the AAF doppelganger's form ID) to something like your Fusion-ZeroSliders template, but for testing purposes it may simply be easier to disable/remove your BodyGen configs. Regardless, that wouldn't explain the missing overlays since they should be unaffected by BodyGen resetting the actor's morphs to random values. I just remove the config files (or rename them so I don't lose them in case it breaks something) in the Bodygen folders? Aslo, would it be possible to change that AAF.esm template you suggested I make to call the formID of my PC in game as the doppelganger's form or does it have to be a template? As an aside, I think it's safe to assume BodyGen randomising female NPC's is working - I recently went back to Diamond City and, during the In Sheep's Clothing quest I noticed Piper was looking quite chonky! I blame myself for romancing her then not visiting for yonks - poor woman has probably been comfort eating Fancy Lads Snack Cakes and Sugar Bombs 24/7! 😆
vaultbait Posted July 20, 2024 Posted July 20, 2024 4 hours ago, Nonononoki said: Is there a way to update AAF without starting a new save? I updated AAF to latest beta and now my save doesn't recognize it (but starting a new one does). I don't want to start over Upgrading AAF does not require a new save, you've probably done something else wrong. AAF 171.0 beta is for game version 1.10.163 and F4SE 0.6.23. If you're upgrading to AAF 172.0 NG then you need the newer game version and F4SE to go along with it. 1
vaultbait Posted July 20, 2024 Posted July 20, 2024 (edited) 3 hours ago, MajorWard said: I just remove the config files (or rename them so I don't lose them in case it breaks something) in the Bodygen folders? Renaming them to something other than morphs.ini and templates.ini should prevent LooksMenu from finding them, yes. 3 hours ago, MajorWard said: Aslo, would it be possible to change that AAF.esm template you suggested I make to call the formID of my PC in game as the doppelganger's form or does it have to be a template? What that configuration is doing is telling LooksMenu that when it sees an actor spawned from the 0x72E2 form in the AAF.esm plugin (the actor base for AAF player doppelgangers), it should apply the specified body morphs template to it. That configuration doesn't change how AAF operates at all, it's merely configuration for LooksMenu's BodyGen feature. Edited July 20, 2024 by vaultbait
jkarpynczyk Posted July 20, 2024 Posted July 20, 2024 Does anyone know where I can download, Advanced Animation Framework v172.0 NG?
MajorWard Posted July 20, 2024 Posted July 20, 2024 55 minutes ago, jkarpynczyk said: Does anyone know where I can download, Advanced Animation Framework v172.0 NG? It's only available on the AAF Discord.
Recommended Posts
Posted by DoctaSax,
Reputation Points
Go to this post
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