Jump to content

Vioxsis Strap-Ons (ZeX Bones fixed) - ENGINE XML Patch [01/26/24]


Recommended Posts

Posted (edited)

Today has come big changes for u!

 

🚧 UPDATE REPORTS  🚧
===

VIOXSIS STRAP-ONS (ZEX BONES FIXED) (3.0 -> 4.0) + ENGINE XML PATCH (1.1 -> 2.0)

> Since i got full permission by Vioxsis, i fully repacked an3k's packages as my own mod, which he also provided by same author i got. Why?

- First of all, his pack alone is like wearing static armor without FF patches and fixes. Other reason is the esp plugin changes.
I added Clamp-ons and flagged the esp as ESL to free up mod loader space. And that would be some items to be added soon. ... 
In the plugin, i also renamed the items, and re-exported the GO models with new collisions i made.


- Either way, i added as if i own my mod (Improved Package), and the plugin remains community for any other patches. Just like ALL-in-ONE mod, with fixed bones.
 

===

> Vioxsis_ActionData and _EquipmentSetsData ...?

- Yes. Like i said, ALL-in-ONE mod. The XMLs from other patches can be overwritten, BUT... it will cause invisible during AAF without EXP...
That is because other's XMLs don't have Strap-ons with FormIDs compacted as ESL (e.g 800). ... With EXP, you can even make a switch!

To sum up how it works? (EXP FOMOD: AAF - ActionData: FF_Activity to EXP)

 

- Vioxsis_ActionData contains FF_Activity. In that action, contains EquipmentSets from Vioxsis_EquipmentSetsData.
- If we gonna switch it to EXP... EXP_ActionData will now use FF_Activity that contains DIFFERENT EquipmentSets from EXP_EquipmentSetsData (And won't be necessary to overwrite anyone's XMLs at all!)
*So if you switched, you can even play animations from UAP or any patches used with FF_Activity, with EXP Equipments!

- EXP_EquipmentSetsData contains both compacted forms (+forms from VIO_... plugin as temporary fix, altho it's not necessary) for Strap-ons / Viodoe / Chastity and even Clamp-Ons (Indarello) from EXP_Synth_EquipmentSetsData.

- Both EXP_EquipmentSetsData and EXP_Synth_EquipmentSetsData use the same equipements (Add + Remove), even if we add more add-ons, they go in the same list, just as if items collect into one place.

- Also, EXP_EquipmentSetsData can be swapped easily, without affecting Synth's equipments

 

===

> Changes in EXP?

- Added SC's option: Hide Positions
- In older versions of Lesbian XML patch, i provided FF content. But because Synth cannot be female, i changed the name and removed the gender flags, becoming ungendered. And because SC or anyone's pack displays in AAF, i hid it to avoid duplications. You can disable that option if you want both visible. With EXP, provides full support already.
*NOTE: Torture Devices and DLCs are merged into one positionData.xml! Enable if you have it all installed.

 

===
> What's left now?

- At the moment, i haven't finished anything from to-do list. One of them is Straw's Strap-Ons with bones which it takes time...
- I got replies from the original author from Skyrim about futa dicks. Currently, it remains in research, i haven't added anything in the plugin, yet...

 

===
I Suggest you to REINSTALL everything from my files, except Texture selective. I re-edited the modpage you might wanna check out, again. Also, pay attention to the mod orders in your manager.

Enjoy! 💤

Edited by EngineGaming
  • 2 months later...
Posted

New to AAF so excuse my probably dumbass questions, 

 

1. so from what i been led to understand, can females in AAF scenes not use male positions in M/F animations without patches like these the way 4Play simply let either gender use em or SexLab, Sexout, & LAPF having a simple setting change?

 

2. What is LMCC & Pip pad listed under DFS? They not listed in required section & I havent crossed them anywhere else before with the mods I've gotten so far.

Posted
7 hours ago, LesboIsBesto said:

so from what i been led to understand, can females in AAF scenes not use male positions in M/F animations without patches like these the way 4Play simply let either gender use em or SexLab, Sexout, & LAPF having a simple setting change?

 

If a human(oid) actor is gender-neutral in some particular position then AAF can match that position to either a male or female NPC. If the actor in a position has a gender specified, AAF will only fill it with an NPC of that gender. I'm unfamiliar with SexLab/SexOut, having never played Skyrim, so I don't know how they handle the intricacies of making sure some animations won't accidentally get used with actors of the wrong gender.

 

Maybe one difference is that AAF is designed for a mod to be able to say, "I have these actors and I want them to engage in an animation that matches this list of characteristics, please choose one at random that fits if the user has any suitable animations available." It's not really a system for saying, "I want to play this specific animation with each of these actors in the corresponding positions." It can be used for the latter, given suitable parameters, but that's not its primary design goal.

 

7 hours ago, LesboIsBesto said:

What is LMCC

 

LooksMenu Customization Compendium (take note that there are multiple repackings and resolution upscale versions of it in circulation depending on your needs)

 

7 hours ago, LesboIsBesto said:

& Pip pad

 

Pip-Pad (there are also many reskins and derivatives of this, e.g. Tactical Tablet)

Posted (edited)

LMCC, Pip-Pad, DFS, even LM Black lips fix...
All use the HumanRace records (with overwriting fallout4.esm records, if u check with xedit)
Each of them conflict, so we can't have the same without making a patch for the most important mod.

Example: LMCC is considered community and extended version of looksmenu overlays and tints. (in this case, LMCC was added in master files of other mods, as required)
Pip-Pad without LMCC patch would conflict with LMCC and we won't have extended tints. Or even break the game.
With the patch, Pip-Pad becomes compatible, while using LMCC.
Same thing with DFS and other mods that edits HumanRace.

Edited by EngineGaming
Posted (edited)
4 hours ago, vaultbait said:

 

If a human(oid) actor is gender-neutral in some particular position then AAF can match that position to either a male or female NPC. If the actor in a position has a gender specified, AAF will only fill it with an NPC of that gender. I'm unfamiliar with SexLab/SexOut, having never played Skyrim, so I don't know how they handle the intricacies of making sure some animations won't accidentally get used with actors of the wrong gender.

 

Maybe one difference is that AAF is designed for a mod to be able to say, "I have these actors and I want them to engage in an animation that matches this list of characteristics, please choose one at random that fits if the user has any suitable animations available." It's not really a system for saying, "I want to play this specific animation with each of these actors in the corresponding positions." It can be used for the latter, given suitable parameters, but that's not its primary design goal.

 

 

LooksMenu Customization Compendium (take note that there are multiple repackings and resolution upscale versions of it in circulation depending on your needs)

 

 

Pip-Pad (there are also many reskins and derivatives of this, e.g. Tactical Tablet)

oh i recognize u from the discord lmao. i did not register LMCC as LooksMenu, pip pad still new to me tho

 

I've seen some ppl talk of editing animation packs XML files to allow either gender take either position. is it as simple as editing the file like its a text file or is there more to it?

 

idk the specifics of how SexLab works either but there its just a simple checkmark for a setting to allow females in male positions. idk how differently animations are made & handled there vs AAF to get to the point of why they can be so easily gender neutral there vs here

Edited by LesboIsBesto
Posted
49 minutes ago, LesboIsBesto said:

I've seen some ppl talk of editing animation packs XML files to allow either gender take either position. is it as simple as editing the file like its a text file or is there more to it?

 

Yes, you can edit XML files with a normal text editor. Take a look at the ones included in the lesbian patch from this mod, or the example here:

 

 

Posted
3 hours ago, LesboIsBesto said:

idk the specifics of how SexLab works either but there its just a simple checkmark for a setting to allow females in male positions.

 

Oh, it just dawned on me AAF does have something similar. You can change ignore_animation_genders to true in Data\AAF\AAF_settings.ini, though the result may not be to your liking since, as I said, just allowing women in the place of male actors (and vice versa) is likely to come out looking strange or misaligned for many animations. Also I don't think setting that will automagically equip strap-ons onto women, hence the XML edits I suggested looking at earlier.

Posted (edited)
5 hours ago, vaultbait said:

 

Oh, it just dawned on me AAF does have something similar. You can change ignore_animation_genders to true in Data\AAF\AAF_settings.ini, though the result may not be to your liking since, as I said, just allowing women in the place of male actors (and vice versa) is likely to come out looking strange or misaligned for many animations. Also I don't think setting that will automagically equip strap-ons onto women, hence the XML edits I suggested looking at earlier.

o shiet really? I noticed my AAF doesnt have an MCM menu so I missed out completely on configuring it when I configured all my other mods which is prolly why I never noticed a setting like that. That being said, AAF is working fine, i just realized I had never seen an MCM for it so I had no clue about the hotkeys for animation alignments & such without the lil UI window that pops up during animations playing

 

as for the XMLs, I noticed they have Ms & Fs in their lines within animations. so do I just turn the Ms into Fs if I go that route? Or is there more to it?

Edited by LesboIsBesto
Posted
8 hours ago, LesboIsBesto said:

as for the XMLs, I noticed they have Ms & Fs in their lines within animations. so do I just turn the Ms into Fs if I go that route? Or is there more to it?

 

You can do that, or you can just remove the gender restriction on an actor in a position entry if you want it to work with both men and women alike.

Posted
5 hours ago, vaultbait said:

 

You can do that, or you can just remove the gender restriction on an actor in a position entry if you want it to work with both men and women alike.

found that setting thnx for that! just realized though, even when both actors are female, will turning that setting to true make it so my player can be placed in the dominant position of animations even if Im the victim in Violate or other similar mods? 

 

4Play had that problem until they added the actor swap hotkey & i dont see that here.

Posted
8 minutes ago, LesboIsBesto said:

found that setting thnx for that! just realized though, even when both actors are female, will turning that setting to true make it so my player can be placed in the dominant position of animations even if Im the victim in Violate or other similar mods? 

 

4Play had that problem until they added the actor swap hotkey & i dont see that here.

 

It's really entirely up to how the animation itself was made, but general convention is that the first actor added to a call to AAF will be the receiver/victim in a multi-actor animation. I don't know of any "actor swap" function in AAF.

Posted (edited)
5 hours ago, vaultbait said:

 

It's really entirely up to how the animation itself was made, but general convention is that the first actor added to a call to AAF will be the receiver/victim in a multi-actor animation. I don't know of any "actor swap" function in AAF.

rip it stops adding strapons to females in male positions using that setting. using the console to equip it works (although I havent gotten a staged animation like Leito's since the change to see if it stays each stage) but it doesnt get unequipped after animations end. 

 

doesnt spell good for me if futa mods behave the same way

Edited by LesboIsBesto
Posted
16 minutes ago, LesboIsBesto said:

rip it stops adding strapons to females in male positions using that setting. using the console to equip it works (although I havent gotten a staged animation like Leito's since the change to see if it stays each stage) but it doesnt get unequipped after animations end. 

 

doesnt spell good for me if futa mods behave the same way

 

Yeah, that's basically what I expected and stated in my comments. Strap-ons are equipment and/or animobjects depending on how they're implemented, so need special support added to each animation/position.

Posted (edited)

Not sure why but I am not able to get this mod to work. I tried and I get the stretched out strap on whenever an animation plays. 

 

Would somebody be able to provide some insight into how the load order should work and how the install process needs to be for compatibility. 

 

From what I tried I used: CBBE-OCBP-MTM Preset- The AAF Guide Plug ins- Zex (near the bottom of the left pane)- DFS- then Finally Skeletal Adjustments SAM Ver.

 

I attached a load order sample of both my left and right pane in mo2 as well as what I am seeing in game to hopefully help 

 

Thanks

Screenshot (19).png

Screenshot (20).png

Screenshot (17).png

 

Screenshot (18).png

Edited by garrus20201
missing information
  • 4 weeks later...
Posted
1 hour ago, lmaojerkofftohentai said:

How do i use this in AAF animations?

 

Animations which call for a strap-on should use it automatically. If you need more animations that use strap-ons, then the file page includes an optional download to add some specifically created for use with this.

Posted
20 hours ago, dsjfhsdfsdf said:

i cant seem to build the strap on files in bodyslides any fixes (CBBE btw)

U should go on latest version...

  • 1 month later...
Posted
On 1/26/2024 at 6:49 AM, EngineGaming said:

Today has come big changes for u!

 

🚧 UPDATE REPORTS  🚧
===

VIOXSIS STRAP-ONS (ZEX BONES FIXED) (3.0 -> 4.0) + ENGINE XML PATCH (1.1 -> 2.0)

> Since i got full permission by Vioxsis, i fully repacked an3k's packages as my own mod, which he also provided by same author i got. Why?

- First of all, his pack alone is like wearing static armor without FF patches and fixes. Other reason is the esp plugin changes.
I added Clamp-ons and flagged the esp as ESL to free up mod loader space. And that would be some items to be added soon. ... 
In the plugin, i also renamed the items, and re-exported the GO models with new collisions i made.


- Either way, i added as if i own my mod (Improved Package), and the plugin remains community for any other patches. Just like ALL-in-ONE mod, with fixed bones.
 

===

> Vioxsis_ActionData and _EquipmentSetsData ...?

- Yes. Like i said, ALL-in-ONE mod. The XMLs from other patches can be overwritten, BUT... it will cause invisible during AAF without EXP...
That is because other's XMLs don't have Strap-ons with FormIDs compacted as ESL (e.g 800). ... With EXP, you can even make a switch!

To sum up how it works? (EXP FOMOD: AAF - ActionData: FF_Activity to EXP)

 

- Vioxsis_ActionData contains FF_Activity. In that action, contains EquipmentSets from Vioxsis_EquipmentSetsData.
- If we gonna switch it to EXP... EXP_ActionData will now use FF_Activity that contains DIFFERENT EquipmentSets from EXP_EquipmentSetsData (And won't be necessary to overwrite anyone's XMLs at all!)
*So if you switched, you can even play animations from UAP or any patches used with FF_Activity, with EXP Equipments!

- EXP_EquipmentSetsData contains both compacted forms (+forms from VIO_... plugin as temporary fix, altho it's not necessary) for Strap-ons / Viodoe / Chastity and even Clamp-Ons (Indarello) from EXP_Synth_EquipmentSetsData.

- Both EXP_EquipmentSetsData and EXP_Synth_EquipmentSetsData use the same equipements (Add + Remove), even if we add more add-ons, they go in the same list, just as if items collect into one place.

- Also, EXP_EquipmentSetsData can be swapped easily, without affecting Synth's equipments

 

===

> Changes in EXP?

- Added SC's option: Hide Positions
- In older versions of Lesbian XML patch, i provided FF content. But because Synth cannot be female, i changed the name and removed the gender flags, becoming ungendered. And because SC or anyone's pack displays in AAF, i hid it to avoid duplications. You can disable that option if you want both visible. With EXP, provides full support already.
*NOTE: Torture Devices and DLCs are merged into one positionData.xml! Enable if you have it all installed.

 

===
> What's left now?

- At the moment, i haven't finished anything from to-do list. One of them is Straw's Strap-Ons with bones which it takes time...
- I got replies from the original author from Skyrim about futa dicks. Currently, it remains in research, i haven't added anything in the plugin, yet...

 

===
I Suggest you to REINSTALL everything from my files, except Texture selective. I re-edited the modpage you might wanna check out, again. Also, pay attention to the mod orders in your manager.

Enjoy! 💤

thank you for this!   This is vastly superior to the 5.0 non-bone version.   Hope "the f'n guide" take a serious look at this and maybe suggests this instead.   That being said, I used the guide all the way up to strap on choice, used the w/ bones version and EXP with both below UAP and now all the animations use the correct dildo orientation!   Now there is a slight 'hit box' miss vs a completly wrong orientation for the animation!!!!

Posted
On 4/28/2024 at 4:29 PM, garrus20201 said:

Not sure why but I am not able to get this mod to work. I tried and I get the stretched out strap on whenever an animation plays. 

 

Would somebody be able to provide some insight into how the load order should work and how the install process needs to be for compatibility. 

 

From what I tried I used: CBBE-OCBP-MTM Preset- The AAF Guide Plug ins- Zex (near the bottom of the left pane)- DFS- then Finally Skeletal Adjustments SAM Ver.

 

I attached a load order sample of both my left and right pane in mo2 as well as what I am seeing in game to hopefully help 

 

Thanks

Screenshot (19).png

Screenshot (20).png

Screenshot (17).png

 

Screenshot (18).png

That looks like a skeleton issue, though I am no expert.    Try the Zex-ZaZ extended skeleton and see if that fixes the issue vs the DFS.

  • 2 months later...
Posted

@EngineGaming and others
Guys i may or may not be stupid but there's so much going on in the first page i don't understand what i need to do.
Like "use this if you have this" "if not then this" etc. , there's so much colors i don't understand what words are important, links in [boxes] instead of links being linked to the words, + sings - sings... my brain is overloaded.
I just wanted the dildo to not look up in the sky when piledriving so i came across this but which files do i need i don't get.
Can someone help me out pretty please.

  • 4 weeks later...
  • 1 month later...
Posted (edited)

Would anyone happen to have a flesh colored texture for the dildo option?

 

After a month of no answer, I guess that doesn't exist out in the wild, which is strange since the texture is already there for the strap-on version but not for the dildo. And I've tried to combine Indarello's futa/dick viodoe with this mod and I just can't get it to work so at this point I'll have to give up and concede defeat. To those in the future looking for a futa mod, I'll save you some time and headache, this isn't it.

Edited by Kashirinzan
  • Ashal locked this topic
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...