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Posted (edited)
8 hours ago, 0tt3r82 said:

I installed this with Vortex and now I can't even start the game. I'm getting a missing bin error? This patch moves that file? I'm lost, please help.

 

rel/relocation.h(600): failed to open:

Data/F4SE/Plugins/versions-1-10-163-0.bin

 

I was hoping that this patch will fix the model alignment issues. Blow jobs and hand jobs are not even close! Does it take into account for Atomic Muscle mods? I think it's hilarious how random the NPC bodies are. 

 

You are missing Address Library for F4SE Plugins (one of the requirements on the main page). Also, NativeSync fixes animation lag, it doesn't change limb positions. If an animator used different body proportions than your body proportions, things unfortunately still won't connect perfectly.

Edited by Snapdragon_
Posted
8 hours ago, 0tt3r82 said:

I think it's hilarious how random the NPC bodies are. 

That's bodyGen at work (you can disable it altogether and reset morph for all NPCs or fine tune it to your linking)

Posted (edited)
On 3/19/2023 at 9:31 AM, vaultbait said:

 

That needs to be handled by the mods calling AAF. They need to refrain choosing actors in an inactive state (sleeping humans, ghouls playing dead, deactivated robots, and so on).

It *seems* to have corrected this issue. I deliberately went to an area with sleeping ghouls (Forest Grove Marsh), surrendered to the attackers, and ONLY active creatures showed up. With a different Vortex profile, I had the mod disabled, tried the same thing and hokey smokes! sleeping ghouls showed up and my character dry humped above them. that was the only difference in load order aside from some clothing, weapons, and building mods not being enabled. If this mod is not directly responsible for that, it *may* have affected the other mods in such a way as to do so.

Edited by ShadowKraz42
Posted
2 hours ago, ShadowKraz42 said:

It *seems* to have corrected this issue. I deliberately went to an area with sleeping ghouls (Forest Grove Marsh), surrendered to the attackers, and ONLY active creatures showed up. With a different Vortex profile, I had the mod disabled, tried the same thing and hokey smokes! sleeping ghouls showed up and my character dry humped above them. that was the only difference in load order aside from some clothing, weapons, and building mods not being enabled. If this mod is not directly responsible for that, it *may* have affected the other mods in such a way as to do so.

 

Probably worth reiterating, make sure you have AAF_V166-0_beta.7z (the latest available public release at Moddingham). NativeSync replaces one of AAF's scripts, so AAF needs to be the exact version NativeSync was made for. If you have an older version of AAF, or a testing prerelease, NativeSync could cause AAF to misbehave unless you manually merge its script changes and recompile.

Posted
On 3/22/2023 at 8:19 PM, Snapdragon_ said:

 

You are missing Address Library for F4SE Plugins (one of the requirements on the main page). Also, NativeSync fixes animation lag, it doesn't change limb positions. If an animator used different body proportions than your body proportions, things unfortunately still won't connect perfectly.

 

Thanks! That fixed that error and I can launch the game again.

Posted
On 3/11/2023 at 10:23 PM, Snapdragon_ said:

 

Could you try this?

 

NativeSync_v1.1.0_StopFix.zip 172.5 kB · 4 downloads

 

I added back AAF's normal animation stop method as a failsafe on top of NativeSync's ResetAnimState method.

ResetAnimState worked in all my test cases, but maybe there's some sort of mod conflict.

 

 

I started consistently seeing super mutants stuck in their idles after sex scenes finished, and readding the targetActor.PlayIdle(LooseIdleStop) line seems to have fixed it for me.

Posted (edited)
1 hour ago, vaultbait said:

 

I started consistently seeing super mutants stuck in their idles after sex scenes finished, and readding the targetActor.PlayIdle(LooseIdleStop) line seems to have fixed it for me.

 

Do you have the Supermutant edit installed from UAP? The engine's internal StopCurrentIdle function seems to not work properly on creatures that have had their havok behavior modified.

Edited by Snapdragon_
Posted
1 hour ago, Snapdragon_ said:

Do you have the Supermutant edit installed from UAP? The engine's internal StopCurrentIdle function seems to not work properly on creatures that have had their havok behavior modified.

 

YES!

 

Well, sort of. I don't use UAP but I have Creature Resources installed and it has the same fix integrated.

  • 1 month later...
Posted
On 3/11/2023 at 5:23 PM, Snapdragon_ said:

 

Could you try this?

 

NativeSync_v1.1.0_StopFix.zip 172.5 kB · 41 downloads

 

I added back AAF's normal animation stop method as a failsafe on top of NativeSync's ResetAnimState method.

ResetAnimState worked in all my test cases, but maybe there's some sort of mod conflict.

 

 

Thanks so much for pointing me to this file, I've tested it a couple times now and my SM companion no longer incessantly humps the air after a scene with my character. 

 

Cheers! :)

  • 1 month later...
Posted (edited)

Hey Snapdragon, did this mod do something to fix mirelurks transitioning between idles too?  The mirelurk idles in GrayUser's Creature Pack never transition from the first idle if played with regular AAF (even v169+).  Only the human idles change as the animation group advances. 

 

But with NativeSync running alongside the previous AAF version, mirelurk idles matched what the author intended.  I assume this is some internal FO4 fuckery with stuck idles.

 

Edited for future reference: AAF version 171 fixed the mirelurk idle issue. ?

Edited by spicydoritos
  • 2 months later...
Posted
15 minutes ago, LLwpex01 said:

Seems actors just stand around without this mod installed for me. Glad I kept a copy. May I ask what happened to it?

 

Among other things, it wasn't updated to work with the latest AAF version (currently 171), and will cause significant problems if you try to use them together, but also AAF 171 incorporated some similar improvements making this less necessary.

 

More to the point though, the author deleted all their mods from LL (moving some to their personal Discord) due to disagreements with how forum moderators handled some incidents.

Posted
15 hours ago, LLwpex01 said:

Sadly without it, AAF doesn't work right for me- even with 171. Using High FPS setup, maybe that is why.

 

My only guess as to how that could happen is that you have something else also overwriting one of AAF's scripts with something more broken/made for an even older release, and then NativeSync is further overwriting that back to be closer to what AAF needed.

 

If it's working for you now you probably have little incentive to look into why, but if you run into problems later you'll be better off seeking help in the AAF Discord to figure out what's going on with it.

Posted (edited)
1 hour ago, vaultbait said:

 

My only guess as to how that could happen is that you have something else also overwriting one of AAF's scripts with something more broken/made for an even older release, and then NativeSync is further overwriting that back to be closer to what AAF needed.

 

If it's working for you now you probably have little incentive to look into why, but if you run into problems later you'll be better off seeking help in the AAF Discord to figure out what's going on with it.

Funny, you were right and I am shocked I didn't notice considering I use MO2 and have been for years. It was the LL FourPlay Community F4SE plugin and it was hiding were it should not have been so I didn't pay it any mind. Works now with the NativeSync removed. Derp.

Edited by LLwpex01
  • 4 weeks later...
Posted (edited)

Where did dis go? lol NVM.. 

My feeble brain has put it together.... Nativesync - NAF now... Since I notice mod authors. 

Edited by Saint_Olaf
  • 6 months later...

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