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RohZima Fallout 4 Sex Animations for AAF


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Posted
44 minutes ago, veebars said:

 

Because I glanced at AAF data and it appeared to be going of names rather than numeric IDs. Didn't glance far enough is all. Thanks for correcting me.

 

 

There's no way to a have a large mod list without doing this. Many mod authors use IDs outside the range of ESL even when they've only a few records. This being one of those. Basically, every mod that physically can be in ESL-space has to be or all those that physically have to exceed that will not fit. Also, it's not uncommon to be told "fix it yourself" when inquiring why a tiny mod has custom ID numbering outside the ESL space. Whether I'm called an idiot for fixing it myself or an idiot for not fixing it myself depends on whether it's Monday or Tuesday. :)

 

Anyway. Mystery solved, I stupidly missed the IDs in the AAF data.

You have to edit animationDATA xml and replace the formIDs with the new compacted ones. Keep in mind that you have to do it after each update.

Posted
1 hour ago, veebars said:

There's no way to a have a large mod list without doing this.

 

I suppose it depends on your idea of large, but I've currently got 811 mods installed and only 208 non-ESL-flagged ESM/ESP plugins (plus 359 light plugins), without needing to compact any. I guess it really depends on what kinds of mods you're using and how often you start a new playthrough so you can revisit and safely remove any mods you don't need.

Posted (edited)
19 hours ago, vaultbait said:

 

I suppose it depends on your idea of large, but I've currently got 811 mods installed and only 208 non-ESL-flagged ESM/ESP plugins (plus 359 light plugins), without needing to compact any. I guess it really depends on what kinds of mods you're using and how often you start a new playthrough so you can revisit and safely remove any mods you don't need.

 

Good point. I usually use around the same number as you. I hover around ~240 full ESPs only after aggressive ESL flagging and the very rare ID compaction. Unfortunately, LoversLab mods, especially animation and pose packs, make up the bulk (perhaps all) of the mods I have that have a tiny number of records and can/should be in ESL space but are not. Most other mods (Nexus/Discord) are at worst just missing ESL/ESPFE flagging. Though Nexus mods have their annoyance in the frequency that authors will pack a few hundred bytes of scripts only into a BA2 using one of those precious slots for no reason (easily fixed after download of course). :)

Edited by veebars
Posted

Downloaded and installed current version 2.0, all animations are present in the wizard but the penis is a limp wet noodle, other animations by other authors seem to be working fine with fully erect penises. How do I fix it so the male is erect and not dry humping with a limp dick?

Posted
On 6/3/2024 at 2:03 PM, Martok73 said:

Downloaded and installed current version 2.0, all animations are present in the wizard but the penis is a limp wet noodle, other animations by other authors seem to be working fine with fully erect penises. How do I fix it so the male is erect and not dry humping with a limp dick?

 

I don't animate the penis. If you use a body with morphing penis, it will need the xml but I'm not sure how it's done. I presume people have been doing it themselves. You could try reading back in this topic for the answer.

 

Or try this file.. I just took it from Atomic Lust and renamed it. I don't know what else it needs to work or if that's enough.

RZF4S_morphSetData.xml

Posted
2 hours ago, RohZima said:

 

I don't animate the penis. If you use a body with morphing penis, it will need the xml but I'm not sure how it's done. I presume people have been doing it themselves. You could try reading back in this topic for the answer.

 

Or try this file.. I just took it from Atomic Lust and renamed it. I don't know what else it needs to work or if that's enough.

RZF4S_morphSetData.xml 754 B · 0 downloads

Ok, so that makes sense as I have not used these animations until recently as I was looking for more variety. I have no idea how that is done either as all the anima's I've been using work without me having to do anything. I'll try and see what happens, hopefully that's all it needs as again I have no clue how to do that myself.

Posted
On 6/5/2024 at 2:47 AM, Martok73 said:

Ok, so that makes sense as I have not used these animations until recently as I was looking for more variety. I have no idea how that is done either as all the anima's I've been using work without me having to do anything. I'll try and see what happens, hopefully that's all it needs as again I have no clue how to do that myself.

 

Which male body replacer are you using? If it's Atomic Muscle, the last time I looked it needed custom patches to handle its animobject penis. If it's BodyTalk then there should already be an included Data\AAF\AAF\morphSetData.xml file which by default sets the male penis to fully erect at the start of a scene (in "ready") and flaccid at the end (in "unReady") as well as a Theme_SexAnimations_morphSetData.xml in the same folder to define specific tags like "Flaccid" and "Erect" that some animations might use instead. Animators generally only include custom per-position morph overrides if a particular animation needs adjustments for certain actors.

Posted
17 hours ago, vaultbait said:

 

Which male body replacer are you using? If it's Atomic Muscle, the last time I looked it needed custom patches to handle its animobject penis. If it's BodyTalk then there should already be an included Data\AAF\AAF\morphSetData.xml file which by default sets the male penis to fully erect at the start of a scene (in "ready") and flaccid at the end (in "unReady") as well as a Theme_SexAnimations_morphSetData.xml in the same folder to define specific tags like "Flaccid" and "Erect" that some animations might use instead. Animators generally only include custom per-position morph overrides if a particular animation needs adjustments for certain actors.

Using Bodytalk3, no issues with any other animation pack that I have seen or noticed, only with this one. I have the AAF_morphSetData.xml, but unless I'm completely blind I do not have the second one at all. Again, it's just the animations in this pack that are having issues, and it's every single animation. I have all of the animation packs that are listed in the setup guide "The Fucking Manual", and this being the last one #16, it's no big deal as I just was adding it to give more variety as it has several anal animations and most packs don't have those. (no clue why).

 

I updated packs that had updates, updated AAF and all it's components, plus a bunch of other mods that had been updated since last I played. No I am not on the degen update from Bugthesda, I still use 1.10.163. Like I said, everything works fine concerning all of the "sex" mods and their animations, the males all have fully erect penises even the supermutants, yay. Only this pack v2.0 isn't working and since the setup guide calls for v1.4 of this pack, which is no longer available now, I'll just have to deal with it and not use this pack, as humping air with a limp dick and no clue how to fix it when the other 15 packs work fine, kills my immersion. When I updated AAF I kinda just wanted to use all of the packs but it's ok, I don't have to use everything to enjoy and have fun :D .

 

I had not played the game in about 3yrs, and admittedly the show kinda pulled me back in. So I'mma scratching that itch so to speak :D .

Posted
4 hours ago, Martok73 said:

Using Bodytalk3, no issues with any other animation pack that I have seen or noticed, only with this one. I have the AAF_morphSetData.xml, but unless I'm completely blind I do not have the second one at all.

 

3.8 from Nexus, right? https://www.nexusmods.com/fallout4/mods/72310

 

Make sure you're not on an older version or something.

Posted
10 hours ago, vaultbait said:

 

3.8 from Nexus, right? https://www.nexusmods.com/fallout4/mods/72310

 

Make sure you're not on an older version or something.

I had/have this one, BodyTalk3 - DELETED , which was deleted from Nexus, and I had no idea that someone else made a new page and updated the mod, because the page was deleted with no info at all nor link to a new page. I checked here on LL and could only find the version I am currently using which is BodyTalk3.15 - HOTFIXED. So no I'm not using 3.8 because I had no idea that this new mod page even existed at all because of how the old page was deleted with no forwarding info. Sometimes I really "love" how mod authors do shit...(intense sarcasm).

 

I'll see if that version fixes the limp dick issues I'm having with these particular animations, but seeing as how 15 out of the 16 animation packs listed at the top of the AAF setup guide "The Fucking Manual", are working perfectly fine, I'm not holding my breath. So if the new updated body works, fantastic, but no big deal if it doesn't either, LOL. :D

 

I do greatly appreciate all of your efforts to assist me in trying to resolve this issue and thank you greatly for the help and ideas. If the updated body does not fix the issue I'm just going to not worry about it and chalk it up to Fallout being Fallout and move on. Thank you so much for all of your help, it is truly greatly appreciated. :D

Posted

I installed this MOD as a requirement for "Nuka Ride" but all AAF functions and animations stopped working, I uninstalled it and everything worked again. Does your MOD need a particular version of AAF?

Posted (edited)
On 6/10/2024 at 7:38 AM, Martok73 said:

I had/have this one...

 

I'll investigate - after I find the most recent version of BodyTalk somewhere. It's ok I already had a version. It's the Jan 23 bt3 version I'm testing with...

 

On 6/10/2024 at 10:40 PM, Kanolais said:

I installed this MOD as a requirement for "Nuka Ride" but all AAF functions and animations stopped working...

 

No that shouldn't happen obviously. Sounds hard to trouble shoot. Might need to chat on discord.. First can you check the xmls. My xmls should not overwrite any in the aaf folder.

 

Here is a picture of what files should be there. You can try removing all except animationData & PositionData - then see what happens. That's just to test.

 

xml.PNG

Edited by RohZima
Posted
On 6/10/2024 at 7:38 AM, Martok73 said:

I had/have this one...

 

Ok. I just installed the version of Body Talk 3 that I have, labeled "Jan 23" no idea where or when I got it. But everything works correctly...

 

I just installed it with the basic options. If you have that xml I gave you installed, you can remove that.

 

Here are the two xmls installed with bodytalk.

 

xml.PNG

Posted

In other words you probably have an xml conflict. If you want to resolve it the AAF discord is the place to go. I came to Fallout modding late and have very limited knowledge of AAF and xml.

 

If you go to the AAF discord I'll help you with it there because that is where people with more knowledge than me are. I can tell you want to have a "complete" mod setup and someone there will know what is up.

Posted
11 hours ago, RohZima said:

 

Ok. I just installed the version of Body Talk 3 that I have, labeled "Jan 23" no idea where or when I got it. But everything works correctly...

 

I just installed it with the basic options. If you have that xml I gave you installed, you can remove that.

 

Here are the two xmls installed with bodytalk.

 

xml.PNG

Ok, so I think I have found the issue and unfortunately it lies with the first file in your screenshot. Let me explain as to why, I only have the original BT3 file I downloaded a few years ago, and the most recent file that was uploaded in June of 2023 I do not have any labeled "Jan 23". Now here is where I believe the issue lies, the file from 2020 does not contain either of those two file sin the screenshot at all, I know this because I went back to the zip file and went thru it line by line. The newest file from 2023 however contains both of those files, BUT, here's the kicker, they are dated 6-7-2018 for the first one, and 5-25-2019 for the second file. The UAP which is listed as a required file in the AAF setup guide "The Fucking Manual", contains a copy of the same AAF_morphSetData.xml file that the "current" BT3 file contains however it is a much newer file and alot larger with a date of 10-21-2022, so if one uses the "most current" BT3 mod file and follows the AAF guide to the letter, then the xml that comes with BT3 which is alot older than the one that comes with UAP, will be overwritten, because the instructions are that UAP overwrites everything unless otherwise specified. Now to add to the problem and complicate things even more, IF one uses the mod Hardship then one is required to install the Stage Leito Plus Fixed v1.07 mod and have it to overwrite both Hardship and UAP, which in turn will overwrite the afore mentioned 2022 version of the AAF_moprhSetData.xml file that the current version of UAP installs, with an older version of the same said file from 2020. Now, keep in mind that both the UAP version, and the SLP version of that file are newer than the file that ships with the current downloadable version of BT3 by a minimum of 2 yrs with the SLP version being 2020 and UAP being 2022. So, with 3 versions of the exact same file, and following the setup guide to the letter, when using one single mod "Hardship" one will end up having the file that is used and wins out be the middle version from 2020, not the old original from 2018, nor the new one from 2022 and after looking at all 3 files and comparing their contents side by side, the difference is the original is much shorter and only has a few lines of code where the two newer ones have more lines and more code (no I can't say exactly what any other differences are between the two new ones as I did not go line by line). I honestly have no clue as to how this affects anything at all, and seeing as how I followed the AAF guide to the letter, in the order specified, and it all works "except these animations", I would guess that you do not use the Hardship mod and therefore are using the UAP version of said file from 2022, or are not using UAP at all and still have the original file from 2018 running. My best guess is that there is some small difference in the lines of code themselves between the current 2022 version from UAP, and the older 2020 version from SLP that may or may not be causing the "limp dick" to only affect these animations. If however the lines of code between the two files, (org from bt3 is way different as it has way fewer lines of code), are actually identical, then I can only guess that the cause is that the second mentioned file that comes with BT3, does not come anywhere else other than the "newer" versions of BT3 and thus is why only one set of animations seem to be affected by the "limp dick" issue, but that is just a guess.

 

The only logical way I can think of to test this theory is to take those two files that come with the new BT3 and insert them one at a time into my game and see if the Leito animations are affected any, and if your animations are affected any. That way by replacing one file at a time, I can figure out which file "solves" the issue if at all, but it may be unavoidable if the leito animations break as they are crucial to the Hardship mod. I am honestly hoping that it is the second file and not the first which "solves" the issue as that one has the least likely hood of breaking anything that is currently working. I'll let you know what I found out after I test this theory.

Posted
11 hours ago, Martok73 said:

Ok...

 

You could seriously just come on AAF discord or UAP discord and try to ask Ulf or one of the others. They know the xmls so intimately it'll take them a minute to figure this out.

 

I'd bet money all you will need to do is edit two strings in one of my xml files. If it's only mine that isn't working then it must be the way I set up my xmls because I came "late to the party" long after RUFGT and those guys all did the first groups of anims and had all those discussions while AAF was getting developed. I just made quick decisions on the fly so I could get my anims in game.

 

<morphSet id="unReady">

	<!-- Apply these morph changes if the condition attributes are true for that actor. -->
	<condition isFemale="false">

		<!-- The morph to affect and the value to change to. -->
		<morph value="Erection" to="0"/>
		<morph value="Erection Up" to="0"/>
		<morph value="Erection Down" to="0"/>
	</condition>
</morphSet>

<morphSet id="ready">
	<condition isFemale="false">
		<morph value="Erection" to="1"/>
		<morph value="Erection Up" to="0"/>
		<morph value="Erection Down" to="0"/>
	</condition>
</morphSet>

 

That is all that is in that morphSetData.

 

So check the comparable line in your version for a difference. 

 

Probably the solution is to add those lines into a specific xml with my mod. I'd recommend you to keep the newest version of that morphSetData file. Or whichever is recommended.

 

I'm very busy doing Starfield stuff, but I'll try and look into it this weekend. I'll mention it on AAF discord. You should join that, if you haven't.

 

Posted
On 6/13/2024 at 9:57 PM, RohZima said:

 

I'll investigate - after I find the most recent version of BodyTalk somewhere. It's ok I already had a version. It's the Jan 23 bt3 version I'm testing with...

 

 

No that shouldn't happen obviously. Sounds hard to trouble shoot. Might need to chat on discord.. First can you check the xmls. My xmls should not overwrite any in the aaf folder.

 

Here is a picture of what files should be there. You can try removing all except animationData & PositionData - then see what happens. That's just to test.

 

xml.PNG


Yes, actually I did it a little differently, I just deleted "RZF4S_positionData" and everything worked normally again. I hadn't published it before because I was testing it, but deleting that file everything works fine, hehe.

Posted
On 6/16/2024 at 3:36 AM, Kanolais said:


Yes, actually I did it a little differently, I just deleted "RZF4S_positionData" and everything worked normally again. I hadn't published it before because I was testing it, but deleting that file everything works fine, hehe.

 

Probably this at the top conflicting

 

startMorphSet="ready" stopMorphSet="unReady"

 

You should just remove that line. You can't remove that xml because it defines the anims for AAF to see.

  • 2 weeks later...
Posted
11 hours ago, Rimworld Traveller said:

I just want to say that the newest animations are great

 

Thank you 👍

  • 3 weeks later...
Posted

The animations are good but I'm also having the issue where BodyTalk (latest version) remains flaccid.  I installed that morphset date file you mentioned above but still get flaccid in animations. When testing I used AAF to set a scene and deliberately call one of your animations.  During this I switched anims using PgUp and as soon as I got to one of Leitos the erection appeared.  It then disappeared when I went back to your scenes.  

 

Is it worth trying a re-install as I like the anims (rough anal FTW!) but the flaccid knob issue persists. 

Posted
11 hours ago, MajorWard said:

The animations are good but I'm also having the issue where BodyTalk (latest version) remains flaccid.  I installed that morphset date file you mentioned above but still get flaccid in animations. When testing I used AAF to set a scene and deliberately call one of your animations.  During this I switched anims using PgUp and as soon as I got to one of Leitos the erection appeared.  It then disappeared when I went back to your scenes.  

 

Is it worth trying a re-install as I like the anims (rough anal FTW!) but the flaccid knob issue persists. 

 

If that above fix doesn't work then I don't know but someone at AAF discord would know. It might be conflicting with another xml, I suppose. I'm just an animator I haven't had much experience with AAF. Just enough to get animations working in game.

Posted
6 hours ago, RohZima said:

 

If that above fix doesn't work then I don't know but someone at AAF discord would know. It might be conflicting with another xml, I suppose. I'm just an animator I haven't had much experience with AAF. Just enough to get animations working in game.

 

I'll ask around.  Again I love the animations themselves, very much up my alley (that's what she said!) 😜

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