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Posted
10 minutes ago, judge007 said:

When cuffs are involved, the weirdness occurs. Bonelike appendage appears, with a deformed pip-boy.

It might be a thing with the animation itself. For example, C. Slavers doesn't handcuff you if you have an amputated arm. But that doesn't prevent AAF from selecting an animation with handcuffs. I remember that Leito has them. I've been playing quite a bit with double amputation and haven't noticed anything strange, but I haven't seen that animation either.

Posted
43 minutes ago, JB. said:

It might be a thing with the animation itself. For example, C. Slavers doesn't handcuff you if you have an amputated arm. But that doesn't prevent AAF from selecting an animation with handcuffs. I remember that Leito has them. I've been playing quite a bit with double amputation and haven't noticed anything strange, but I haven't seen that animation either.

It occurred with any animation that included hand-cuffs. Without hand-cuffs no issues.

Animations were initiated with AAF manually, MSMA, Violate, Hardship and Slavers.

 

It's running now with SUP F4SE & v0.9.1 Amputator, I just reported so you would be aware of it.

Posted
10 hours ago, JB. said:

It might be a thing with the animation itself. For example, C. Slavers doesn't handcuff you if you have an amputated arm. But that doesn't prevent AAF from selecting an animation with handcuffs. I remember that Leito has them. I've been playing quite a bit with double amputation and haven't noticed anything strange, but I haven't seen that animation either.

 

I couldn't reproduce it, equipped hand cuffs (both the regular and hinged variant), no artifact there, started a scene, nothing there either.  Also played with just changing player scale and that seemed fine, I guess they probably just take player scale and multiply it with the node transform's scale and render from there.

 

If there is a mangled pip-boy it seems like something is changing the node's scale.

 

Posted (edited)

Hello everyone. Well... I have a little problem, I'll show you a photo. It seems that this subject has already been mentioned here. But I don't know, is there a solution?

377160_7.jpg

Edited by Enkidu222
Posted
46 minutes ago, Enkidu222 said:

Hello everyone. Well... I have a little problem, I'll show you a photo. It seems that this subject has already been mentioned here. But I don't know, is there a solution?

377160_7.jpg

Just go into MCM and use it to remove the arms again.

Posted
1 hour ago, judge007 said:

Just go into MCM and use it to remove the arms again.

I followed your advice, I put the arms back in place and took them off several times. But no, I tried the other option and still no.

but thank you to try to help me )))

377160_8.jpg

Posted
2 hours ago, Enkidu222 said:

I followed your advice, I put the arms back in place and took them off several times. But no, I tried the other option and still no.

but thank you to try to help me )))

 

Is this immediately after amputation?

Posted
3 minutes ago, Enkidu222 said:

Yes, as soon as I use the mode ((

 

Are you using FG or CBBE?  And what game version?  

Posted
21 minutes ago, Enkidu222 said:

I feel like I'm at the doctor's (smile) .... FG and the latest version of the game (AE)

 

This fixed the situation for users with that problem, but I have no idea if it will work in your version.

 

 

 

Posted (edited)
50 minutes ago, JB. said:

 

This fixed the situation for users with that problem, but I have no idea if it will work in your version.

 

 

 

and the winner is JB !! There is an AE version for SAM that I am putting here. Thank you so much

377160_9.jpg

ScreenArcherMenuFO4AEv2.1.3.zip

Edited by Enkidu222
  • 3 weeks later...
Posted
On 5/9/2026 at 8:29 AM, JB. said:

 

This fixed the situation for users with that problem, but I have no idea if it will work in your version.

 

 

 

 

In reference to this, even with screen archer and Zex installed (w/ screen archer support), I was still having this issue.

 

Turned out it was because I was using Discrete Female Skeletons.  Even though I had the Zex skeleton installed in the DFS folders, the fix above didn't work.  As soon as I uninstalled DFS, the fix worked just like it should.

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