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AHhhhh facial application would've sold it to me. 

Doesn't the Indarello Patch for animations accomplish the same thing? I know I could turn off that feature and download this mod, but they'd both take up a load order slot anyway, right?

What's the difference, if you don't mind my asking?
I currently run a pretty consistent AAF-Animation-Overlay set up. I'm not sure if I would need to try this. 

Not trying to be rude or denounce, just curious for pros/cons. Thanks for sharing, I'm 100% interested in seeing how this develops.

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7 minutes ago, DremoraDream said:

AHhhhh facial application would've sold it to me. 

Been disappointed 'bout it for a while, myself.

Indarello's screws around with too many of the animations for my (and others') liking, including outright removing some. The only reason I've left it installed personally (not enabled, though) is so I can copy out some of the XML stuff so I've some better animation alignments :P

 

Short-ish version: You're reliant on Indarello to update his animation patch to keep up with updates from say, Savage or BP.
Otherwise, you're waiting however long for that, or are loading those after his patch, which partially defeats the purpose, doubles up animations, and you've no overlays on the new additions until said update.

This is entirely animation-version agnostic.

All it needs is AAF (and its requirements, obviously), and animations with tags (namely penis ones, for obvious reasons).
Got those?
This'll work.
Only downside of running this with say, MCG or Indarello's, is you'll have more overlays than intended :P


That said, I do need to see if there's any issues on larger-group animations, and overlays applying properly.
Know how to fix it if so, so wouldn't be much of an issue for long.

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for those wanting perm overlays (to allow wotc to handle the removal) simply edit Cum_overlayData.xml and replace the 300 for duration with -1 , the overlays will remain until wotc removes them. just an fyi

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13 hours ago, Nebuchadnezzer2 said:

Eh, mayybe?
While I can't rule it out, it's also not particularly feasible either.
Namely because you;
A: need to set up XML's for the 'actions' and effects, whether you use scripts or modify XML's for it,
B: from a scripting perspective, you have *no* idea whether a particular animation should or should not have effects added, or whether there's some added already.

Might look into it later on, but 'don't hold your breath' on that one.

Thank you for the in depth answer :)

I would be really cool tho.

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So with this installed I no longer need Cumnwealth installed?

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I am currently running Indarello's  patch installed with support for Savage Cabbage and BP70 disabled, can this mod be installed with out conflict? or will I have to remove the cum overlays support completely from Indarello's patch?   

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3 hours ago, gippo said:

So with this installed I no longer need Cumnwealth installed?

 

19 minutes ago, Dragonjoe69 said:

I am currently running Indarello's  patch installed with support for Savage Cabbage and BP70 disabled, can this mod be installed with out conflict? or will I have to remove the cum overlays support completely from Indarello's patch?   

 

20 hours ago, Nebuchadnezzer2 said:

Only downside of running this with say, MCG or Indarello's, is you'll have more overlays than intended

As I mentioned earlier, worst you should have is more overlays than intented, and yes Gippo, that's entirely the point :D

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5 hours ago, Dragonjoe69 said:

I am currently running Indarello's  patch installed with support for Savage Cabbage and BP70 disabled, can this mod be installed with out conflict? or will I have to remove the cum overlays support completely from Indarello's patch?   

works fine with the way you're set up. I'm set up the same way and this mod works just fine.

 

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Since this can be scripted. Maybe erection can be fixed by similar method so that no more erection patches are needed?

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2 minutes ago, NoJoker said:

Since this can be scripted. Maybe erection can be fixed by similar method so that no more erection patches are needed?

yeah, maybe I should rewrite my Viagra mod to do this

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2 hours ago, NoJoker said:

Since this can be scripted. Maybe erection can be fixed by similar method so that no more erection patches are needed?

 

2 hours ago, Invictusblade said:

yeah, maybe I should rewrite my Viagra mod to do this

 

Not really.

While in theory, sure, it means forcing morph updates, either via AAF or directly via LooksMenu, and given the issues around it already, I suspect that'd cause more problems than it solved.
It also means you couldn't tweak morphs in XML's to better adjust alignment, or have partial-erection stages of animations.

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18 minutes ago, Nebuchadnezzer2 said:
  Hide contents

 

 

Not really.

While in theory, sure, it means forcing morph updates, either via AAF or directly via LooksMenu, and given the issues around it already, I suspect that'd cause more problems than it solved.
It also means you couldn't tweak morphs in XML's to better adjust alignment, or have partial-erection stages of animations.

ok then I wrote something up(I was going to message you to review the code) but I suppose I can leave it

 

I will just leave my Viagra mod alone as an if needed mod (as it was intended)

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23 hours ago, Nebuchadnezzer2 said:
  Hide contents

 

 

As I mentioned earlier, worst you should have is more overlays than intented, and yes Gippo, that's entirely the point :D

 

18 hours ago, Oldwolf58 said:

works fine with the way you're set up. I'm set up the same way and this mod works just fine.

 

Cool thanks for the replys, now back to the grind

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Is there a way to disable the "green cum" effect from certain creatures? Dogs used to use normal colors but since I installed this one its all been bright green 😬

 

 

If I go into the XML and just change the "mutant overlays" from "Breast_1M" to "Breast_1" will it get rid of it or will it just fuck up my game? or is there another config file somewhere in AAF where I can change it? 

 

also on a slimier note, if I reduce the the alpha a bit, will it make cum less "fluorescent" in general or does it need to stay at 100 to work?

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9 minutes ago, zing said:

Is there a way to disable the "green cum" effect from certain creatures? Dogs used to use normal colors but since I installed this one its all been bright green 😬

 

 

If I go into the XML and just change the "mutant overlays" from "Breast_1M" to "Breast_1" will it get rid of it or will it just fuck up my game? or is there another config file somewhere in AAF where I can change it? 

 

also on a slimier note, if I reduce the the alpha a bit, will it make cum less "fluorescent" in general or does it need to stay at 100 to work?

In this case, you'd have to overwrite the overlay templates from Mutant overlaysets with the ones from the Human overlaysets. Like this: Cum_overlayData.xml

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8 hours ago, zing said:

also on a slimier note, if I reduce the the alpha a bit, will it make cum less "fluorescent" in general or does it need to stay at 100 to work?

Ulf covered the rest (and I will note, will change the dog/gorilla ones to normal, which makes more sense, as he's also pointed out), but that, I've no idea.
Far as I know, the Alpha for overlays doesn't really function well/at all, and you'll need em at 100%, but you can experiment if you like.

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Is there any issue in introducing this into an existing save, or does it require a new game?  The reason why I'm asking, installing onto an existing game keeps resulting, at least for me, save corruption.  I've tried several approaches including uninstalling Indarello's patch and clean saving, loading before and after (after before didn't) Silver's Erection Fix, etc., but my save keeps corrupting after installing.  Also, perhaps worth note, after installing and the HUD confirming initialization, AAF just hanged -- it never initialized the animation.

Edit:  Here's my log, if it helps at all.  Standard AAF build, by the way.

Papyrus.1.log

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Many thanks for this mod!  It's a joy to finally have a standalone version that doesn't depend on modifying a whole host of XMLs. 

Minor request: when updates are released, could a version number or date be added to the file name?  I can't be the only with a crapton of mods and a terrible memory for the last time I updated a given mod.  😂

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59 minutes ago, spicydoritos said:

Many thanks for this mod!  It's a joy to finally have a standalone version that doesn't depend on modifying a whole host of XMLs. 

Minor request: when updates are released, could a version number or date be added to the file name?  I can't be the only with a crapton of mods and a terrible memory for the last time I updated a given mod.  😂

seconded.

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9 hours ago, Ulfbearth said:

I just used this midgame and it doesnt seem to corrupt my save...

Hmm, how interesting.  Thanks Ulfbearth.

Update:  After further troubleshooting, I can confirm the problem resides elsewhere.  I noticed after I installed a particular large mod (Sim Settlement) my save increased by 11k, from 6000 Kb to 17,000 Kb. 😲  Reverting the save before I installed this mod and then installing/initializing from there, Cum Overlays Scripted is working perfectly now.  ☺️

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