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Posted
5 hours ago, Rainbbbow said:

I have loaded this mod, but nothing happens when I hit num pad 5 to struggle. I get sounds & moans but no struggling! What do I need to do?

 

Is that what you set for your struggle hotkey in MCM?

  • 2 weeks later...
Posted

I get stuck under the man after the first animation ends. Anyone know what could cause this? happens every time, regardless of the device or location

  • 2 weeks later...
Posted
On 8/14/2024 at 3:58 AM, 1337DragonWolf said:

Would it be possible to add an option for the mod to spawn in women instead of men?

 

On 8/14/2024 at 8:40 PM, Chlodwig said:

or super mutants

 

Has anyone made animations for those combinations of actors with the corresponding furniture? It seems like availability of actual animations would be the main blocker for any such addition. Women could probably be done by making strap-on patched versions of the AAF XML for the currently human male actor positions, but anything with super mutants would require actual creation of new animations with their skeleton/rig instead of a human one.

Posted
3 hours ago, vaultbait said:

Has anyone made animations for those combinations of actors with the corresponding furniture?

 

My SABA animations for the TD furniture are genderless.  Nobody has made corresponding Supermutant animations as far as I know.

Posted

First scene plays ok, and on fade to black  the pillory and character are transported under the map... usually underwater as well. Not really sure why.   Any idea why that might be happening?

 

 

Should mention that I'm on F4se 1.984

Posted
On 8/19/2024 at 5:30 PM, vaultbait said:

 

 

Has anyone made animations for those combinations of actors with the corresponding furniture? It seems like availability of actual animations would be the main blocker for any such addition. Women could probably be done by making strap-on patched versions of the AAF XML for the currently human male actor positions, but anything with super mutants would require actual creation of new animations with their skeleton/rig instead of a human one.

That's what strap-ons are for.

Posted
2 hours ago, 1337DragonWolf said:

That's what strap-ons are for.

 

Yes, that seems tractable. The other user's super mutant request less so.

Posted

Perhaps related to what others are saying about teleporting after sex:

Always, after the first sex incident while on the cross, I get taken to a sort of "blue sky with low-res clouds" screen, and the loading indicator runs forever.  Eventually I get the option to force-quit because Fallout 4 has stopped responding.

This is with OG Fallout 4 (1.10.163), with AAF seemingly using the included old-F4SE-compatible LL4P plugin, and other sex scenes (not related to Bound In Public) all seem to end properly and cleanly.  Well, not clean, you know what I mean.

Posted
7 hours ago, legraf said:

Perhaps related to what others are saying about teleporting after sex:

Always, after the first sex incident while on the cross, I get taken to a sort of "blue sky with low-res clouds" screen, and the loading indicator runs forever.  Eventually I get the option to force-quit because Fallout 4 has stopped responding.

This is with OG Fallout 4 (1.10.163), with AAF seemingly using the included old-F4SE-compatible LL4P plugin, and other sex scenes (not related to Bound In Public) all seem to end properly and cleanly.  Well, not clean, you know what I mean.

 

I think this is a confirmed bug in AAF 1.0 (or LLFP 51 which AAF includes a copy of) where it assumes it should be able to warp you to the nearest navmesh node after a scene concludes, but then fails spectacularly when you're somewhere with broken/missing navmesh (which is the case in many parts of the vanilla worldspace). If so, I heard a fix has been developed for inclusion in the next AAF (and/or LLFP) release.

Posted (edited)

@vaultbait and @legraf Are you talking about the "teleported onto a cross under water" bug? Just had this happen first try. Ended up outside a high school, then suddenly the pillory was underwater, with the remaining encounters jumped to to different under-the-earth underwater locations.

Edited by neokio
Posted (edited)
8 hours ago, neokio said:

@vaultbait and @legraf Are you talking about the "teleported onto a cross under water" bug? Just had this happen first try. Ended up outside a high school, then suddenly the pillory was underwater, with the remaining encounters jumped to to different under-the-earth underwater locations.

That's different than my symptoms.  I was at a cross (two or three different locations, so far), an encounter occurred, and at the end I saw "sky" and an eternal loading indicator.

I'll just hope my issue relates to what vaultbait mentioned (thanks!), and also hope that it gets fixed before support for 1.10.163 is dropped entirely.  Or, maybe, that GOG gets NG Fallout at last, though I've heard horror stories.

Edited by legraf
Posted

hello, I have encountered such a strange problem (not critical, but still). After AAF Violate Next, the work of this mod, and after being released by a random peacemaker, AP it stopped decreasing from the sprint, only reloading the save helps.The question is whether this is critical, and whether it can affect further saving (its breakdown), since I play in survival mode and saving sometimes there are important.

Posted
4 hours ago, overlord19950110 said:

hello, I have encountered such a strange problem (not critical, but still). After AAF Violate Next, the work of this mod, and after being released by a random peacemaker, AP it stopped decreasing from the sprint, only reloading the save helps.The question is whether this is critical, and whether it can affect further saving (its breakdown), since I play in survival mode and saving sometimes there are important.

wut

Posted
On 8/27/2024 at 6:47 PM, lord mado said:

I confirm that the teleportation error occurs after updating to the latest version of AAF (1.0)


This is due to a bug in AAF 1.0.  It is fixed in AAF 1.1 which will be released in a day or so.

  • 2 weeks later...
Posted

I don't know how kosher this is so I'll take it down if asked, but I made a patch that turns the spawned NPCs into females.

 

Dialogue is different and gender-neutral now to fit a male or female PC. I added various MF, MM, FF animations to some of the furniture, and you should use SABA animations from spicydoritos for the rest. I also added ztec animations to crimsonrider's slave pillory from Crimsonrider's Unique Fruniture, but Bound in Public won't spawn it because I didn't bother editing the scripts to do so. The spawned settlers are taken from Better Settlers, the raiders are from A Bit Prettier Raider Faces, and gunners are from A Bit Prettier Gunners Faces, but none of these 3 mods are required, to allow for peoples' own taste in npc appearance mods.

 

Requirements:

Bound In Public (All its dependencies, already working with AFF, make sure general subtitles are on to see dialogue)

LMCC

Commonwealth Cuts - KS Hairdos

KS Hairdos - addon(s) with physics

The Eyes of Beauty

Azar Ponytails

Spicy Altered Biped Animations

 

Back up the AAF XML files that this will replace in case you want to recover something. This also adds male PC struggle sounds (originals pitched down, not amazing) but you can overwrite them with the female ones from the original. If you're getting an animation you don't want BIP to use, then put fframe_MR in the tags of that animation in the corresponding somethingorother_positionData.xml

 

BiP_Fem.rar

Posted (edited)

After the character is bound, all of the NPCs that visit are missing their heads.  I am on 1.10.164 using AAF 1.1.1.

Any idea about what might be wrong?

 

Edit: Found the problem. X-Cell had facegen set to True.

Edited by WaterRabbit
  • 2 weeks later...
Posted
On 9/16/2024 at 8:34 AM, idkmanyolo said:

I don't know how kosher this is so I'll take it down if asked, but I made a patch that turns the spawned NPCs into females.

 

Dialogue is different and gender-neutral now to fit a male or female PC. I added various MF, MM, FF animations to some of the furniture, and you should use SABA animations from spicydoritos for the rest. I also added ztec animations to crimsonrider's slave pillory from Crimsonrider's Unique Fruniture, but Bound in Public won't spawn it because I didn't bother editing the scripts to do so. The spawned settlers are taken from Better Settlers, the raiders are from A Bit Prettier Raider Faces, and gunners are from A Bit Prettier Gunners Faces, but none of these 3 mods are required, to allow for peoples' own taste in npc appearance mods.

 

Requirements:

Bound In Public (All its dependencies, already working with AFF, make sure general subtitles are on to see dialogue)

LMCC

Commonwealth Cuts - KS Hairdos

KS Hairdos - addon(s) with physics

The Eyes of Beauty

Azar Ponytails

Spicy Altered Biped Animations

 

Back up the AAF XML files that this will replace in case you want to recover something. This also adds male PC struggle sounds (originals pitched down, not amazing) but you can overwrite them with the female ones from the original. If you're getting an animation you don't want BIP to use, then put fframe_MR in the tags of that animation in the corresponding somethingorother_positionData.xml

 

BiP_Fem.rar 3.35 MB · 3 downloads

Any option to set a gender ratio so male NPCs still spawn too? Great work btw!

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