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Sex Madness NAF/AAF


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Posted

Sex Madness NAF/AAF

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Rewrite of my old(sloppy) forgotten SexMadness(random sex mod) to work with AAF :)

It depends on NAF, Garden Of Eden and LL_FourPlay.

 

There are two ways to start it:

1. short press {activation key} - starts it in automatic mode

2. long press(>2 s) - starts in interactive mode. You have to add actors under the cross-hair to Active/Passive lists

2.1 you can also long press active/passive hotkeys to fill lists with actors from the cell.

 

To do: will try this thing go ASYNC or remember my old forgotten C++ skills...

 


  • Submitter
  • Submitted
    11/27/2023
  • Category
  • Requirements
    SUP4SE, GardenOfEden, LLFP

 

Posted
12 hours ago, Gamaramdi said:

And... what does it do?

If I remember, it would scan an area and then start a number of npc/npc auto sex animations up to whatever number. They would happen simutaneously. Believe you could set options with MCM.

Posted (edited)

Maybe I misunderstood something, but does this version needs AAF? I mean when I install it all the 'esp's show it as a missing master.

Edit: Family planning enhanced is also a missing master it seems.

Edited by Ordas Turul
Posted
8 hours ago, Ordas Turul said:

Maybe I misunderstood something, but does this version needs AAF? I mean when I install it all the 'esp's show it as a missing master.

Edit: Family planning enhanced is also a missing master it seems.

There are 2 versions. One is AAF and the other is NAF (Native Animation Framework) on Nexus...2 different sex frameworks..

Posted
16 minutes ago, NetoshibaaGovno said:

thanks for that! finally, mods for NAF are starting to appear!

I'm waiting for content for NAF, more than Christmas))).

 

Can't promise, I am away from my FO4 rig. This mod was rewritten 4 months ago. But snapdragon2 is on his framework and I will try to catch-up.

Posted
17 hours ago, maddadicusrex said:

There are 2 versions. One is AAF and the other is NAF (Native Animation Framework) on Nexus...2 different sex frameworks..

Yeah, I got that, i just installed this version with Mo2; Naf and SUP_SE and LL_fourplay, but it showed missing masters of AAF and Family planning enhanched.... so I am a bit confused by it. And no, I didn't install the AAF version of Sex Madness.

Posted
6 minutes ago, lapolla said:

@Ordas Turul

 

So what  did you do, install missing, try without, try FO4Edit or just bitching around. Marcy?


Can't use CK atm, so if MO2 says this mod depends - sue me!

Wow, somebody is salty... Anyway yes I fucked around with it installed the missing required mods, still crashed... now i am trying to figure out if it this mod or something else. Just could have included the full list of required mods for convenience sake, but fine... It's also fine if you can't help me. Just didn't know if the masters were left in by mistake, you don't have to be an ass about it.

Posted
On 12/7/2023 at 12:42 AM, lapolla said:

So?

Is it working, or not?
I don't have much feedback on LL( I am salty)
;)

Sorry had some IRL stuff to take care of, will try it in the weekend. (Don't be salty.) ;)

  • 2 months later...
Posted

Tried it, also missing some dependencies, but its working. The big plus of Naf its fast, very fast. 

However already uninstalled it ;) as i discovered something very annoying while building, cleaning workshops etc... , i got lag, bad lag.

Activating/Deactivating the mod didnt help I had to uninstall it. Now craft lag is gone.

  • 4 months later...
Posted

I don't know what tool the author used to remove the dependencies on the master files, what is obvious is that this tool did not renumber the internal form IDs, which remained as they were, as if this mod still had dependencies. This results in the following errors:

[00:00] Checking for Errors in [A4] SexMadness.esp
[00:00] MAD_Locked [KYWD:A4001733]
[00:00] KYWD -> Warning: internal file FormID is a HITME: 02001733 (should be 01001733 )
[00:00] ActorTypeFEVHound [KYWD:A4008197]
[00:00] KYWD -> Warning: internal file FormID is a HITME: 02008197 (should be 01008197 )
[00:00] MAD_Marker [STAT:A400359B]
[00:00] STAT -> Warning: internal file FormID is a HITME: 0200359B (should be 0100359B )
[00:00] MAD_MainQuest [QUST:A4000F99]
[00:00] QUST -> Warning: internal file FormID is a HITME: 02000F99 (should be 01000F99 )
[00:00] MAD_NPCWalkPackageLoose [PACK:A400359A]
[00:00] PACK -> Warning: internal file FormID is a HITME: 0200359A (should be 0100359A )
[00:00] MAD_NPCWalkPackage [PACK:A4003599]
[00:00] PACK -> Warning: internal file FormID is a HITME: 02003599 (should be 01003599 )
[00:00] MAD_ActorTypeList [FLST:A4001ECD]
[00:00] FLST -> Warning: internal file FormID is a HITME: 02001ECD (should be 01001ECD )
[00:00] LeftMobilityConditionCOPY0000 "Left Leg" [AVIF:A4006332]
[00:00] AVIF -> Warning: internal file FormID is a HITME: 02006332 (should be 01006332 )
[00:00] Done: Checking for Errors, Processed Records: 13, Errors found: 8, Elapsed Time: 00:00

 

I tried to fix it, you can see the result in the attached file. 

[00:00] Checking for Errors in [A4] SexMadness.esp
[00:00] Done: Checking for Errors, Processed Records: 13, Errors found: 0, Elapsed Time: 00:00.

I would like to say separately that I did not use the mod in my game either before or after the fix. So you can wait until the author fixes the errors himself or use my fix at your own risk.

 

By the way, it would be nice to convert this esp-file with its only thirteen entries into a light plugin.

SexMadness NAF Fixed HITME.zip

Posted
15 hours ago, lapolla said:

 

 

I know what tool you have used vs that poor ESP.

My question is:

 

Was it working, before you checked it with fo4editQAC?

They stated that they had not used the mod before or after any changes.

They're just running around pointing out "errors" in other mods and "correcting" them.

Posted
On 7/20/2024 at 4:13 PM, UsernameTaken666 said:

They stated that they had not used the mod before or after any changes.

They're just running around pointing out "errors" in other mods and "correcting" them.

I was just interested in this mod, but after reading the description I decided I didn't need it. However, while reading posts about it, I came across bug reports. They were easy to fix, which I did. What don't you like?

 

You don't like it when errors are reported in works you had nothing to do with. You don't like it when I correct these errors and tell authors where they have errors. It's all called being helpful. You don't like it when someone helps someone else?

Posted

I'm sorry, I missed your question.

 

The tool I used is the trivial CK. I didn't edit anything in your file, I just opened it using CK and saved it. CK did all the work of correcting the internal form IDs on its own.

Did your mod work before this? Judging by the posts in this thread - it worked, but someone had annoying messages about the missing master file. CK brought the internal numbering back to how it should be and people should no longer have error messages related to this.

 

My motivations are that if there are error messages, you need to rule out the causes that are causing them. Even though the mod seems to work as expected, we cannot foresee what consequences ignoring the esp file standards set by the developer may lead to.

 

I didn't know anything about internal numbering of form IDs in an esp file, other than general information, until I read this topic and became interested in the problem. I was surprised that when there are no references to the master file in the header, the tools still produce warnings related to this. I did some research and now know a lot more about it. There is no reason to be embarrassed about your mistakes or ignorance if you end up learning something new.

Good luck with your creative endeavors!

Posted

Did the following test:

  • Went to Diamond City Market
  • Automatic mode activation via hotkey
  • Seems working, 5 pairings show up
  • Stop mod via hotkey
  • Start mod again after a few seconds
  • No pairings show up for a minute or so
  • Stop mod
  • Fast Travel out/back into Market
  • Activate mod again, pairings begin

In summary, looks like it works the first time, but need to fast travel (maybe loading/unloading the cell?) for it to work again. ReSaver didn't show any script explosions in save.

  • 4 months later...
Posted
On 7/21/2024 at 11:29 AM, evp said:

I was just interested in this mod, but after reading the description I decided I didn't need it. However, while reading posts about it, I came across bug reports. They were easy to fix, which I did. What don't you like?

 

You don't like it when errors are reported in works you had nothing to do with. You don't like it when I correct these errors and tell authors where they have errors. It's all called being helpful. You don't like it when someone helps someone else?

 

😆😅😂🤣

  • 1 month later...
  • 1 year later...

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