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Posted

Questions:

Is the only way to avoid removing KZEB_Amputation devices by using the Unequip API by calling each device individually?

I tried passing KZEB_Device, but it always removes everything. Is there an alternative in the API?

 

For now I'm trying to mimic the unequip loop and it seems to be working. (I'm tinkering with mods like BIP/FPA and FPSH)

Posted
25 minutes ago, Loki15kun said:

Questions:

Is the only way to avoid removing KZEB_Amputation devices by using the Unequip API by calling each device individually?

I tried passing KZEB_Device, but it always removes everything. Is there an alternative in the API?

 

For now I'm trying to mimic the unequip loop and it seems to be working. (I'm tinkering with mods like BIP/FPA and FPSH)

 

You can pass in the KZEB_DeviceType_Amputation keyword and it will remove any of the amputation devices but leave others equipped.

Posted
1 hour ago, EgoBallistic said:

 

You can pass in the KZEB_DeviceType_Amputation keyword and it will remove any of the amputation devices but leave others equipped.

Cool, that solves the amputation cases.

If I only want the devices and leave the amputations for a abandoned somewhere scenario. Is there a keyword only shared by other devices?

 

Posted (edited)
14 hours ago, Loki15kun said:

Cool, that solves the amputation cases.

If I only want the devices and leave the amputations for a abandoned somewhere scenario. Is there a keyword only shared by other devices?

 

 

Ah sorry, I misread and thought you wanted to remove only the amputation. Unfortunately there isn't a function to "remove all devices except keyword".   But you can accomplish it by using the other keywords.

 

The following keywords cover any devices that could be worn along with an amputation:

 

    Keyword Property KZEB_DeviceType_Blinder Auto Const                   ; Devices that restrict vision, e.g. blindfolds and hoods
    Keyword Property KZEB_DeviceType_Corset Auto Const                    ; Corsets and corset-like devices
    Keyword Property KZEB_DeviceType_Gag Auto Const                        ; Devices that cover or fill the mouth, making it inaccessible
    Keyword Property KZEB_DeviceType_Gag_Open Auto Const              ; Gags that force the mouth open
    Keyword Property KZEB_DeviceType_Harness Auto Const                  ; Harnesses and harness-like devices
    Keyword Property KZEB_DeviceType_Hood Auto Const                      ; Hoods that cover the head
    Keyword Property KZEB_DeviceType_Mask Auto Const                      ; Face coverings, may or may not have eye openings
 

There are other DeviceType keywords (boundlegs, boundhands, etc) , but it's not possible for those to be equipped along with an amputation.

 

You could call UnequipDevice with each of those keywords individually, or you could make a FormList with those keywords in it and call UnequipDevice with that FormList and it will remove any device with any of those keywords.

Edited by EgoBallistic
Posted (edited)

Hey there!
Thanks for this great work.
May I ask here for a bit of support, please?

Of course, I got ZAZ Extended Skeleton installed for all genders and races.
But I'm running Discrete Female Skeleton (DFS)
in addition with Skeletal Adjustments for CBBE to fix the weird looking knee on females
(which oddly still seems to happen, even with lates ZAZ installment)

I also (sadly) run a CBBE setup.
(I kinda regret this, since I know, Fusion Girl is far better, but I don't wanna set up everything again...)

I did not run into any issue, regarding other mods that add any clothing with "weighted boobas", or animations (I run an almost full install on all available for AAF)

But sadly, I have a booba-bug with the animations / clothing providedby KFT
 

Spoiler

image.png.3356bd6160d39cbc1214a2f8bf110249.png



So right now, I gotta decide, either have weird knees or use KFT.
(Currently KFT is winning)

But why is KFT the only mod, I've run across so far, that doesn't work with Skeletal Adjustments for CBBE?

Or can anybody share a link to a "perfect female Skeleton" that does support all of the above?

 

Edited by SirDuke
Posted (edited)
20 minutes ago, SirDuke said:

But I'm running Discrete Female Skeleton (DFS)
in addition with Skeletal Adjustments for CBBE to fix the weird looking knee on females

 

This will cause the "booba bug".  The KFT meshes need the ZeX skeleton.

 

20 minutes ago, SirDuke said:

But why is KFT the only mod, I've run across so far, that doesn't work with Skeletal Adjustments for CBBE?

 

Skeleton Adjustments for CBBE is a modified vanilla skeleton that attempts to fix CBBE's broken knee problem.  It does not include the breast bones from ZeX so it doesn't work with KFT.  Most likely the other clothes you have that have animated boobs are CBBE clothing so they work with the Skeleton Adjustments.

 

Long ago, in the comments on Skeleton Adjustments at Nexus, someone posted a method to add the Skeleton Adjustments bones to ZeX using NifSkope, but that was for an old version and I have no idea if it still works.

 

Edited by EgoBallistic
Posted (edited)
11 minutes ago, EgoBallistic said:

~~

Long ago, in the comments on Skeleton Adjustments at Nexus, someone posted a method to add the Skeleton Adjustments bones to ZeX using NifSkope, but that was for an old version and I have no idea if it still works.

 


Wow, that was a fast answer XD

Thanks... I was kinda afraid of that.

So sadly, nobody actually posted a full rework of ZeX ZaZ Skeleton...
At least not on Nexus or here (I just looked intensly into it...)
So to enjoy your great work with KFT, we definatly should use Fusion Girl...
Or live with the weird CBBE knee...
Or fix it ourselves, eh?

Sadge!

But I prefer your work...
So Imma live with a broken knee for a while.
...lorewise, maybe, my char just was an adventurer, but then got hit by an arrow to it? That'll fit...

Edited by SirDuke
Posted

I know that this might not be the place to get the info that I am looking for but thought I would get some help with it. Wanted to ask if there was a mod that made clothing mods that you have downloaded become drops in containers instead of crafting them at the Chem station. Or if someone can point me into the right place to ask it that would be great! 

 

Posted
On 1/13/2025 at 12:21 PM, EgoBallistic said:

 

This will cause the "booba bug".  The KFT meshes need the ZeX skeleton.

 

 

Skeleton Adjustments for CBBE is a modified vanilla skeleton that attempts to fix CBBE's broken knee problem.  It does not include the breast bones from ZeX so it doesn't work with KFT.  Most likely the other clothes you have that have animated boobs are CBBE clothing so they work with the Skeleton Adjustments.

 

Long ago, in the comments on Skeleton Adjustments at Nexus, someone posted a method to add the Skeleton Adjustments bones to ZeX using NifSkope, but that was for an old version and I have no idea if it still works.

 

 

Leaving this page open in case a fix ever gets found, I love my CBBE setup I Got goin, honestly the restraints, for me, aren't that big of a deal. They're just a nice lil cherry on top

Posted
On 11/2/2024 at 10:28 AM, kimkim11 said:

I decided to mess around by myself, but I'm kinda stumped because I know nothing about modding at all lmao.

I first thought disabling the "bound hands" magic effects and the "block furniture/activation" perks would help. It does kinda work in the sense that it allowed the player to use certain furnitures/workshops.

Upon further messing around however, I realized that settlers being unable to use the furniture had nothing to do with these at all.

Like in the screenshot, I can order followers to "sit" on the furniture just fine, it's when they are "assigned" to these furniture in workshop mode they seem unable to use em.

So I guess there is some difference between player/follower activation and settler using assigned stuff.

I can't begin to imagine what I need to touch in fo4edit to change that.

I would love some pointers lol.

Screenshot 2024-11-02 101723.png

I know it's been a while but does anyone have a solution for what I want to achieve here?

Posted
On 1/21/2025 at 8:43 PM, kimkim11 said:

I know it's been a while but does anyone have a solution for what I want to achieve here?

 

NPC behavior is controlled by AI packages.  It works like this: Body/Arm restraints put the KZEB_NoFighting spell on the wearer.  If the wearer is an NPC, the spell effect script puts them in the KZEB_BoundActor reference alias.  This alias in turn applies an AI package stack to the NPC:

 

KZEB_BoundActorFollowGagged - actor will follow the player and obey commands, and will not initiate dialogue

KZEB_BoundActorFollowNoGag - actor will follow the player and obey commands, and may initiate dialogue

KZEB_BoundActorGenericGagged - actor will stand in place, and will not initiate dialogue

KZEB_BoundActorGeneric - actor stand in place, and may initiate dialogue

 

The packages have conditions on them to determine which one gets assigned.  Actors who are your followers get one of the "Follow" packages, and actors who are wearing a gag get one of the "Gagged" packages.  These packages determine what the actors will do on their own.  The actor will switch packages when the conditions change.  For example if you dismiss your follower they will switch from the KZEB_BoundActorFollowGagged package to the KZEB_BoundActorGenericGagged automatically.

 

These AI packages have higher priority than the settler packages, so bound settlers won't do their assigned tasks, they will just stand in place.

 

All of the packages have a condition that stops them from running if the actor has the KZEB_NoPackage keyword.  So, to make a settler assignable, you can select them in console and run these commands:
 

addkeyword kzeb_nopackage
evp

 

If you want to restore them to normal bound behavior, select them in console and run these commands

 

cf "objectreference.removekeyword" kzeb_nopackage
evp

 

I'll look into modifying the BoundActorGeneric packages to allow NPCs to be assigned to furniture, but the above workaround should do what you want for now.

Posted
On 1/14/2025 at 3:32 AM, SirDuke said:

Or live with the weird CBBE knee...

I use CBBE kneefix with ScreenArcherMenu. Lets me use both FG and CBBE just fine. If one is using AAF, they are better off having SAM installed anyways for extra options in scenes as well as SAMFORMER to do more tinkering.

Posted
On 1/23/2025 at 5:36 AM, EgoBallistic said:

 

NPC behavior is controlled by AI packages.  It works like this: Body/Arm restraints put the KZEB_NoFighting spell on the wearer.  If the wearer is an NPC, the spell effect script puts them in the KZEB_BoundActor reference alias.  This alias in turn applies an AI package stack to the NPC:

 

KZEB_BoundActorFollowGagged - actor will follow the player and obey commands, and will not initiate dialogue

KZEB_BoundActorFollowNoGag - actor will follow the player and obey commands, and may initiate dialogue

KZEB_BoundActorGenericGagged - actor will stand in place, and will not initiate dialogue

KZEB_BoundActorGeneric - actor stand in place, and may initiate dialogue

 

The packages have conditions on them to determine which one gets assigned.  Actors who are your followers get one of the "Follow" packages, and actors who are wearing a gag get one of the "Gagged" packages.  These packages determine what the actors will do on their own.  The actor will switch packages when the conditions change.  For example if you dismiss your follower they will switch from the KZEB_BoundActorFollowGagged package to the KZEB_BoundActorGenericGagged automatically.

 

These AI packages have higher priority than the settler packages, so bound settlers won't do their assigned tasks, they will just stand in place.

 

All of the packages have a condition that stops them from running if the actor has the KZEB_NoPackage keyword.  So, to make a settler assignable, you can select them in console and run these commands:
 

addkeyword kzeb_nopackage
evp

 

If you want to restore them to normal bound behavior, select them in console and run these commands

 

cf "objectreference.removekeyword" kzeb_nopackage
evp

 

I'll look into modifying the BoundActorGeneric packages to allow NPCs to be assigned to furniture, but the above workaround should do what you want for now.

Thank you so much! That works like a charm. Time to get back into Fallout 4 again

Posted (edited)

Hey there, I need ome help here please.

"Sexual Harassment" gave my char a gag an then later on *tried* to remove it.
Although the mouthgag has been removed "visually", your mod doesn't fully recognize whatever "SH" is doing.
If I try to re-euip that gag from my inventory, I'm noted to remove a previous object.
Using you "unequip all debug function" seems to have no effect.

I know, the issue is on SH's side, but I kinda hope to get a quick fix here?

 

Spoiler

image.png.21e68cb6472f073838d37776437c7ec9.png



 

Oh, for easy fixing, I was lucky to just reload a save from five minutes ago...
Still curious on how to "close the mouth", as I asume, it's gonna happen again soon... 😉

 

Edited by SirDuke
Posted (edited)
On 1/13/2025 at 1:01 PM, SirDuke said:

Hey there!
Thanks for this great work.
May I ask here for a bit of support, please?

Of course, I got ZAZ Extended Skeleton installed for all genders and races.
But I'm running Discrete Female Skeleton (DFS)
in addition with Skeletal Adjustments for CBBE to fix the weird looking knee on females
(which oddly still seems to happen, even with lates ZAZ installment)

I also (sadly) run a CBBE setup.
(I kinda regret this, since I know, Fusion Girl is far better, but I don't wanna set up everything again...)

I did not run into any issue, regarding other mods that add any clothing with "weighted boobas", or animations (I run an almost full install on all available for AAF)

But sadly, I have a booba-bug with the animations / clothing providedby KFT
 

  Hide contents

image.png.3356bd6160d39cbc1214a2f8bf110249.png



So right now, I gotta decide, either have weird knees or use KFT.
(Currently KFT is winning)

But why is KFT the only mod, I've run across so far, that doesn't work with Skeletal Adjustments for CBBE?

Or can anybody share a link to a "perfect female Skeleton" that does support all of the above?

 

 I had this all working for awhile and everything broke when I reinstalled vortex since then  I've been dealing with the same thing but ive found the trouble clears when dfs is disabled... it seems for some reason zaz isnt winding up on the dsf path

 

 edit I got it working again by adding the contents of the zex skel foler to ..Fallout 4\Data\meshes\actors\character\characterassets\female  manually. The DFS says ya jhave to do so for non skel mod  skeletons but it appears ya have to do it manually for the skeletal adjustments as well

Edited by hawg69
Posted

I absolutely adore this mod! It’s a ton of fun, especially in conjunction with mods like Bad End and Violate. That said, I do wish there was an option for male characters (pc and npc alike). Is that likely to happen sometime in the future, or should I quash my hopes of seeing Hancock bound and gagged?

Posted
6 hours ago, Magnum717 said:

Is it possible to keep legs bound during animations? Similar to the picture below? 
 

IMG_9005.webp.507ead5296f1be02b73a187b11eb6cad.webp

The special poses of KFT's devices will not be maintained during the playback of AAF's sex animations. If this were the case, I would not have specially made corresponding AAF animations for each device (not yet released).

Posted
1 hour ago, kziitd said:

The special poses of KFT's devices will not be maintained during the playback of AAF's sex animations. If this were the case, I would not have specially made corresponding AAF animations for each device (not yet released).

Ah so it's not a function of the mod. Thank you for confirming. I really wonder how Riveth got that pose then.

Posted
5 hours ago, Magnum717 said:

Ah so it's not a function of the mod. Thank you for confirming. I really wonder how Riveth got that pose then.

Since the man's hands are also grabbing the legs in that position, I believe that this is the original posture of the two people in this animation.

Posted

I'm having an issue with clipping.  Mostly the body harness items.  I'm using fusion girl, and have built in body slide (I use zeroed sliders, then customize with looksmenu in game).

Usually clips through the body around the shoulder area.

The clipping seems to occur when also equipping an arm binder (leather belts and leather backpack tested.  Assuming others as well). Otherwise, it seems fine.

Posted

I think I saw someone post about this earlier but I had violate trigger and got a mouth gag. I removed it with a key and now my character is just permanently talking like she has a gag. Can't talk with any of the npc and if I put a mask back on and try talking it's just the gagged dialogue. Only thing that seemed to fix it was disabling this mod then turning it back on after talking to someone.  

Posted
On 2/9/2025 at 2:07 PM, Magnum717 said:

Is it possible to keep legs bound during animations? Similar to the picture below? 
 

IMG_9005.webp.507ead5296f1be02b73a187b11eb6cad.webp

do you happen to know from which animation pack this is? I really like this pose

Posted
10 hours ago, muhavaux33 said:

do you happen to know from which animation pack this is? I really like this pose

I had the same question. It's from Savage Cabbage.

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