leking Posted February 7, 2025 Posted February 7, 2025 Ahem maybe i am wrong but isn't 3bbb not compatible with AAF ?? Don't remember exactly why but it seems that i could not use 3bbb and have to go with basic cbbe or fusion girl cause AAF was not working with the requirements of 3bbb. So had to choose between the gameplay and the body. I chose the gameplay... On skyrim 3bbb works like a charm with sexlab but fallout 4 has less modders content and update. Maybe 3bbb is what causing the crash....
Leowulf Posted February 8, 2025 Posted February 8, 2025 3 hours ago, leking said: Ahem maybe i am wrong but isn't 3bbb not compatible with AAF ?? Don't remember exactly why but it seems that i could not use 3bbb and have to go with basic cbbe or fusion girl cause AAF was not working with the requirements of 3bbb. So had to choose between the gameplay and the body. I chose the gameplay... On skyrim 3bbb works like a charm with sexlab but fallout 4 has less modders content and update. Maybe 3bbb is what causing the crash.... Technically, no, but some fixing is required. But the physics don't work with the original skeleton, and animations look a bit less realistic due to the female body having no actual genitals, which the FG body does have. You have to end up getting the CBBE knee fix legs for days replacement skeleton and then installing discrete female skeleton (DFS) to make things work and also bounce.
Leowulf Posted February 8, 2025 Posted February 8, 2025 7 hours ago, vaultbait said: Oof, if you get a chance could you go back and put your crashlog into a spoiler (edit the post, highlight the crashlog lines, click the eyeball icon along the top row, then save)? Reveal hidden contents I'm no expert in reading the tea leaves of crashlogs, but these appear to be references to a control quest for Wasteland Eggspansion's AAF support? I'm not 100% sure about that since I've never used it. I also see some references earlier to what I think are Wasteland Dairy Framework/FPER and AWKCR, but those seem to be less related to the crash (hard to be sure though). Ok, I put the crash log into spoilers. Wasteland Eggspansion is a fun mod. I recommend trying it. I had to disable the RobCo Patcher option with its installation and go for Base Object Swapper instead to get it to work, but there could be some scripting issues with it. Wasteland Dairy Framework also was hard to make work with some of the options enabled, and it might also have some issues. I can try running without them, though I had your mod playing nicely with both of them previously, so it's weird if they are now fighting with yours or causing other issues. Worth a try though.
HalcyonAndOn Posted February 8, 2025 Posted February 8, 2025 (edited) Could you please move the clothed/armed persistent notification to somewhere that it doesn't overlap with default notifications? I'd like to use it but in this state it's unusable at all imo. There has to be a better location for it, or way to view it via hotkey, etc. At the very least can it be moved out of the way of other vanilla notifications? At least then it's on other users the have moved things around all over their UI with FallUI and not just in the way of default notifications. Edited February 8, 2025 by HalcyonAndOn
Leowulf Posted February 8, 2025 Posted February 8, 2025 4 hours ago, HalcyonAndOn said: Could you please move the clothed/armed persistent notification to somewhere that it doesn't overlap with default notifications? I'd like to use it but in this state it's unusable at all imo. There has to be a better location for it, or way to view it via hotkey, etc. At the very least can it be moved out of the way of other vanilla notifications? At least then it's on other users the have moved things around all over their UI with FallUI and not just in the way of default notifications. In the MCM, you can move the widget around. I put it near the bottom with Fall UI Minimalist for the HUD along with toounx's Hit Detection Sounds and heartrate widget. You might play around with the positioning until you can get it to show somewhere more to your liking.
Leowulf Posted February 8, 2025 Posted February 8, 2025 Alright, so disabling Wasteland Dairy Framework v3.035ish let me start a new game with Milking Human Kindness and Wasteland Eggspansion running. Must be something with that mod, so I'll bug Invictusblade for help. Thank you, vaultbait!
vaultbait Posted February 9, 2025 Author Posted February 9, 2025 On 2/7/2025 at 10:15 PM, leking said: Ahem maybe i am wrong but isn't 3bbb not compatible with AAF ?? Don't remember exactly why but it seems that i could not use 3bbb and have to go with basic cbbe or fusion girl cause AAF was not working with the requirements of 3bbb. So had to choose between the gameplay and the body. I chose the gameplay... On skyrim 3bbb works like a charm with sexlab but fallout 4 has less modders content and update. Maybe 3bbb is what causing the crash.... I don't know, having never used the CBBE-3BBB variant, but keep in mind that FG 1.75 and later has 3BBB functionality included directly in it anyway (it was innately 3BBB years before anyone made a 3BBB fork of CBBE).
vaultbait Posted February 9, 2025 Author Posted February 9, 2025 On 2/8/2025 at 9:56 AM, HalcyonAndOn said: Could you please move the clothed/armed persistent notification to somewhere that it doesn't overlap with default notifications? I'd like to use it but in this state it's unusable at all imo. There has to be a better location for it, or way to view it via hotkey, etc. At the very least can it be moved out of the way of other vanilla notifications? At least then it's on other users the have moved things around all over their UI with FallUI and not just in the way of default notifications. As Leowulf noted, you can adjust it in MHK's MCM. Though with the default game UI playing on a 16:9 aspect ratio resolution they don't overlap for me in the original location (which is why I made that the default position).
vaultbait Posted February 9, 2025 Author Posted February 9, 2025 On 2/8/2025 at 2:55 PM, Leowulf said: Alright, so disabling Wasteland Dairy Framework v3.035ish let me start a new game with Milking Human Kindness and Wasteland Eggspansion running. Must be something with that mod, so I'll bug Invictusblade for help. Thank you, vaultbait! I'll note that I personally stopped using WDF/FPER a few years ago because it was gaining bugs faster than they were getting fixed, and then the author basically abandoned the mod (though may have finally started working on it again recently? not sure). I really did like a number of the features it added and was full of a bunch of really great ideas, but unfortunately that wasn't enough to outweigh all the problems it came with. I still continue to try to keep MHK and my other mods compatible with WDF and FPER as much as feasible, but I'm no longer able to effectively playtest with those and instead recommend regular FPE and its super mutant add-on for MHK playthroughs. Again, no slight intended toward WDF/FPER or their author, but anyone using those needs to save very often and be prepared to troubleshoot a number of game-breaking bugs and potential interference with many other mods.
vranina Posted February 14, 2025 Posted February 14, 2025 On 2/9/2025 at 7:12 PM, vaultbait said: I'll note that I personally stopped using WDF/FPER a few years ago because it was gaining bugs faster than they were getting fixed, and then the author basically abandoned the mod (though may have finally started working on it again recently? not sure). I really did like a number of the features it added and was full of a bunch of really great ideas, but unfortunately that wasn't enough to outweigh all the problems it came with. I still continue to try to keep MHK and my other mods compatible with WDF and FPER as much as feasible, but I'm no longer able to effectively playtest with those and instead recommend regular FPE and its super mutant add-on for MHK playthroughs. Again, no slight intended toward WDF/FPER or their author, but anyone using those needs to save very often and be prepared to troubleshoot a number of game-breaking bugs and potential interference with many other mods. You are putting it very mildly. I have been trying to use these mods for a long time, but they are more than completely broken. Better save the users the torture and use only the stable version of Egoballistic.
Omnishade Posted February 16, 2025 Posted February 16, 2025 (edited) Tried this mod for the first time. For starters there weren't much breeding going on at all for a mod that takes places in a breeding ground. I could just run off to the cave at once and progress the quest without a single sex scene. If you designed it like this on purpose to make it an optional part of the mod I understand, but it doesn't feel like you're their breeding slave as it is now, and it doesn't feel immersive. I only triggered sex scenes through the sexual harassment mod. On my first test of the mod(to see how it played) I did get one scene initiated by the mod, after standing close to a super mutant for awhile, but I don't know the conditions or how often this can happen. The second time it never happened, even if they were following me around for quite some time. Maybe add an option to require a certain number of acts with them before you can progress. It would be more fun if sex was a part of the quest somehow, and not just a side thing that you activate by yourself, or rng mechanics from another mod. The second issue was a few uncertainties regarding the quest. When I first entered the cave with the ghouls, I wasn't sure if they were supposed to attack me, since we don't really have a proprer way of fighting back. I soon discovered that the muties following me took care of them, which is fine, but it would be a good idea to mention that there will be some hostile NPCs in the description of that quest, just to clear any doubts. The access key is really difficult to steal when at least one of the mutants is always looking at you. Maybe there is a way to move them around with you and time it right. I just didn't have the motivation for it. When I exit via the ladder the mutants outside go hostile, even if I'm not wearing anything. The perks are very OP to have in a regular playthrough where you want challenge from environmental hazards, but they make sense in the starting scenario. I don't know if it will be script intensive, but you could add a mechanic that reduces their effects significantly over time after you've exited the cave, and only reach their full effect for a time after having sex with a mutant. That way you won't always have them and you'd have to do something/make a sacrifce to gain the full buffs. Other than those issues I applaud the attempt at doing something with Super Mutants that makes them more accessible. The mod still has potential with the ecounters later, Edited February 16, 2025 by Omnishade 1
leking Posted February 24, 2025 Posted February 24, 2025 Hey Vaultbait. When do you plan to release next update ? With all the idea you spoke in your message i cant wait for them to be brought to life 😎 1
Jubei69 Posted February 27, 2025 Posted February 27, 2025 Anyone got any idea why the supermutant dicks (nor the hounds) weren't getting erect in the mod. I doubt the issue is with this mod alone but does anyone know how to fix it pls? Thx
lavatube Posted February 28, 2025 Posted February 28, 2025 4 hours ago, Jubei69 said: Anyone got any idea why the supermutant dicks (nor the hounds) weren't getting erect in the mod. I doubt the issue is with this mod alone but does anyone know how to fix it pls? Thx Oh yeah. I know THAT one. Presuming you ever had it working correctly, then your AAF XMLs are probably getting overwritten. I think it was the AAF_morphSetData.xml though it could be some other ones.
Jubei69 Posted February 28, 2025 Posted February 28, 2025 9 hours ago, lavatube said: Oh yeah. I know THAT one. Presuming you ever had it working correctly, then your AAF XMLs are probably getting overwritten. I think it was the AAF_morphSetData.xml though it could be some other ones. The only thing AAF is getting overwritten by is the Ultimate Patch. I had it all working fine previously but I rebuilt AAF for this playthrough, coz my old version hadn't been updated for years & a lot of mods recommended to do so. The humans all work without issues but this was my first encounter with supermutants & clearly, something's not working properly. Any assistance would be gratefully received, thanks
lavatube Posted February 28, 2025 Posted February 28, 2025 7 hours ago, Jubei69 said: The only thing AAF is getting overwritten by is the Ultimate Patch. I had it all working fine previously but I rebuilt AAF for this playthrough, coz my old version hadn't been updated for years & a lot of mods recommended to do so. The humans all work without issues but this was my first encounter with supermutants & clearly, something's not working properly. Any assistance would be gratefully received, thanks If the XMLs are all okay, make sure the supermutant skeleton isn't getting overwritten or replaced with something somewhere else. Some supermutant mods may use their own skeleton that isn't the default one compatible with AAF. It's been a while, but I think Supermutant Redux is incompatible with AAF I use the mod order from the AAF manual:
Trykz Posted March 2, 2025 Posted March 2, 2025 On 2/6/2025 at 12:31 PM, vaultbait said: No, that installs configuration for LooksMenu. This is the list of what's currently integrated through RobCo Patcher configuration in MHK 0.9.8 (the MHK*.ini files in various Data\F4SE\Plugins\RobCo_Patcher subfolders): add items to Unhealthy Craving's fat gain formlists Detach Gel Mommy-O Atom's Milk Breeder Stew Mother's Milk Better Living Through Cumistry cum from super mutants, behemoths and FEV hounds enable Animated Tentacles traps equip parasite armor from Devious Devices or Cursed DD Enchantings Redux as a possible tentacle sex outcome skip removal of lit cigarettes and cigars from Light'Em'Up in stripping routine make it possible to display MHK dildos on Nuka-Cola bottle racks use Immersive Animation Framework animations when consuming Mother's Milk and Breeder Stew add MHK items to super mutant corpses add MHK drugs to doctor and chem dealer shop inventories give all super mutant approachers evil morality and total confidence with Sexual Harassment FOMOD option to wear Catechist's Capitulation in the beard slot instead of the headband slot Basically, none of the above will happen if RobCo Patcher is unavailable. After a couple days of trial and error, I found that the NG version of the game with the NG RobCo patcher works fine with this "IF" you don't use too many other mods that require it. Crashes from time to time, yes. But nothing really out of the ordinary. I just set up SCM to hard save my game evry 5 minutes so I never lose too much progress. The biggest offender was this mod and a few others that do similar things. With it I was getting a consistent crash every couple of minutes, and it could take over 3 minutes to load my game. Removed it, and the consistent crashes went away, and my game loads in about 30-45 seconds now.
Jubei69 Posted March 12, 2025 Posted March 12, 2025 On 2/28/2025 at 2:17 AM, lavatube said: Oh yeah. I know THAT one. Presuming you ever had it working correctly, then your AAF XMLs are probably getting overwritten. I think it was the AAF_morphSetData.xml though it could be some other ones. Hi, so after checking everything out, I realised it's not just supermutants but all creature dicks that erections aren't working for. I followed the 'fucking manual' to the letter when I rebuilt aaf but obviously I've messed something up & I think you're probably right - something's messing up the morphsetdata.xml's so how do I fix it? What should they have values of for it all to work? Thx (humans work fine btw so it's just creatures)
lavatube Posted March 12, 2025 Posted March 12, 2025 1 hour ago, Jubei69 said: Hi, so after checking everything out, I realised it's not just supermutants but all creature dicks that erections aren't working for. I followed the 'fucking manual' to the letter when I rebuilt aaf but obviously I've messed something up & I think you're probably right - something's messing up the morphsetdata.xml's so how do I fix it? What should they have values of for it all to work? Thx (humans work fine btw so it's just creatures) Well in MO2 there is the Data tab. You can navigate to AAF and see which mod wins for each file in that directory. You can right-click on any red colored mods and "Open Mod Info" then check the "Conflict" tab to see which mod it's overwriting. The mods I have overwriting are: - Custom Moans (Overrides Leito, UAP) I presume this is okay - Ultimate AAF Patch (Overrides AAF, BodyTalk, Release_BadEnd) You generally want this to win conflicts. - Bound in Public (Overrides Torture Devices) - Tattoos After Rape (Overrides Captive Tattooes) - TSEX Alpha (overrides Savage Cabbages, Brave, UAP, DD RC8) There are known issues with TSEX, but it works for me. - BodyTalk Penis for Females (overrides Vioxsis Strap-ons) Do not use BTPF, it breaks penises and will cause penises to bend backwards in certain animations with people or supermutants Make sure you have installed the ZAZ-Zex Skeleton and nothing is overwriting it: https://www.nexusmods.com/fallout4/mods/36702 For Supermutants and FEV Hounds, the skeletons is provided by the Ultimate AAF Patch (current version 2.6.64-1) You can find the skeletons at: /meshes/Actors/Supermutant/CharacterAssets/SupermutantBody.nif /meshes/Actors/FEVHound/FEVHound.nif Be aware that certain "diverse" Supermutant mods may change the skeleton location of beasts/people to use skeletons that are not in those locations. Thus, you may not see overwrites in MO2. To find the ESP overwrites, you can open up xEdit Open xEdit. Select all of your mods (right-click for Select All). Wait a few minutes for it to load. Open Fallout4.exm > Race > SuperMutantRace You may or may not want to right-click on the right pane and Hide/Show conflict and empty rows. For the supermutant, you should see a row: - ANAM- Male Skeletal Model: Actors\Supermutant\CharacterAssets\skeleton.nif And for FEV HoundRace: - ANAM- Male Skeletal Model: Actors\FEVHound\skeleton.nif Of course, it's still possible that individual NPCs could have overrides. You can check the "Non-Player Character (Addon)" section in the tree. Google a character's name and "Fallout 4" and you'll get the Fandom Page. Switch to the Technical tab by the picture and you'l get the Form ID to look for in xEdit. For example, Strong is formID 00027682 https://fallout.fandom.com/wiki/Strong Look for any obvious problems (good luck) If you want, you can also right-click on the tree and select "Apply Filter to Show Conflicts". This will take several minutes and will filter the list to show mods that cause overwrites. You'll want to review this when sorting out black faces, and previsibine problems. Anyhow, I suggest avoiding mods that add "diverse" supermutants, FEV Hounds, or Deathclaws as they usually break AAF animations. Pure retexture mods are fine, though the creature usually reverts to the UAP texture during an AAF animation. If you want to try them go for it, but be sure to test AAF animations before keeping them.
lavatube Posted March 12, 2025 Posted March 12, 2025 Just now, lavatube said: Anyhow, I suggest avoiding mods that add "diverse" supermutants, FEV Hounds, or Deathclaws as they usually break AAF animations. Pure retexture mods are fine, though the creature usually reverts to the UAP texture during an AAF animation. If you want to try them go for it, but be sure to test AAF animations before keeping them. Examples of likely problematic "diverse" mods: - Supermutant Redux: https://www.nexusmods.com/fallout4/mods/11853 - More Deathclaw Variety: https://www.nexusmods.com/fallout4/mods/19067 - Mutant Menagerie: https://www.nexusmods.com/fallout4/mods/68187 - Diverse Dogs: https://www.nexusmods.com/fallout4/mods/25599
qalavix Posted March 22, 2025 Posted March 22, 2025 I had a minor problem with the 2nd and 3rd Whore Of Atom texts. There's a white text summary and a longer green text, and they overlap, making a line or two unreadable. Monitor and game are 1920x1080. Maybe you could make the green texts readable later when they are in inventory? Or in the MCM? I don't have any other suggestions to fix this problem, unfortunately. Spoiler
qalavix Posted March 22, 2025 Posted March 22, 2025 On 3/12/2025 at 1:59 PM, lavatube said: Examples of likely problematic "diverse" mods: [...] - Mutant Menagerie: https://www.nexusmods.com/fallout4/mods/68187 While I haven't used the others, I HAVE used Mutant Menagerie (Base Files Only, I think) with all my AAF content loaded later, and MHK works for me.
Jubei69 Posted March 28, 2025 Posted March 28, 2025 Hi, does anyone know the quest id for a Druggies Wet Dream please? Try as I might I couldn't get the quest notification to appear. Also, how do you get the ingredients to make the Splooge effect on your weapons. The option is there at the workbench but it requires a lot of the 2 ingredients. Thanks
krighaur Posted March 28, 2025 Posted March 28, 2025 11 minutes ago, Jubei69 said: Hi, does anyone know the quest id for a Druggies Wet Dream please? Try as I might I couldn't get the quest notification to appear. Also, how do you get the ingredients to make the Splooge effect on your weapons. The option is there at the workbench but it requires a lot of the 2 ingredients. Thanks In the console type "help mhk" it will give you all the MHK quest otherwise it's xx0CBED5 wherre xx is the mod load order
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