ronnnaldo Posted December 2, 2024 Posted December 2, 2024 I just finished the mod and I really enjoyed it! Reliving the missions from a different perspective was fun and made sense in the context in which everything happened. I didn't find it forced and I didn't find the offensive the sexual situations beyond tolerable limits. Congratulations on your dedicaded work. I only regret losing the The Milton General Hospital as a default combat point. I don't mind the houses in Goodneighbor but I think I'll miss the hospital. 1
Heinzelman Posted December 2, 2024 Author Posted December 2, 2024 4 hours ago, ronnnaldo said: I just finished the mod and I really enjoyed it! Reliving the missions from a different perspective was fun and made sense in the context in which everything happened. I didn't find it forced and I didn't find the offensive the sexual situations beyond tolerable limits. Congratulations on your dedicaded work. I only regret losing the The Milton General Hospital as a default combat point. I don't mind the houses in Goodneighbor but I think I'll miss the hospital. Thank you for your nice words. I am happy that you had fun with my mod I will add an option to turn the Door at Milton Hospital on/off in the next version. Right now you can do the following, if you dont have anymore business with the shroud (he has 5 little missions): Spoiler If you are standing in front of the door and it shows "Sanctuary of Justice", you could click it in the console (it should display an ID like XX0046ce) and type "disable" to see the door for the original hospital.
kziitd Posted December 2, 2024 Posted December 2, 2024 (edited) 17 hours ago, Heinz01 said: Do you have SavageCabbage, Atomic Lusts, BP and Leito Animation Packs installed? They would cover most of the animations which are used. I don't know what tags your mod checks to play AAF animations. For example, one of SC's animations is tags="SavageCabbage,F_M,ArmChair,Cowgirl,FromFront,Neutral,Finish,Held1,Love5,Stim7,Dom5,NullToSelf,PenisToVagina"/> As an animation author, and for the future, I suggest you only pay attention to it: 1. Gender/Number of Actors: FM, FF, FMM, FFMM, etc. This will first determine whether your mod wants the characters in the plot to be solo, double, multiplayer, gender combination, etc. As long as you design the corresponding plot, AAF only needs to find the gender tag. 2. Neutral or aggressive, this is to continue to make a more suitable screening for Quest type mods based on point 1. Similarly, if you design related plots, AAF only determines this type of tag. 3. Furniture/Location, this is easy to understand, and it is also suitable for Quest type mods. But they are not tags but AAF itself to check whether the animation has the "Location=" function. 4. Sex type, here is not the missionary/doggy/etc tag you may use now, but the XX to XX tag, for example, oral sex is penisToMouth, missionary/Doggy both belong to penisToVagina (there is also a ToAnus tag if you want anal sex in Quest). And now CM (Commonwealth Moisturizer) also relies on these tags to determine where the semen mesh appears. Going back to the SC example just now, your mod only checks F_M, Neutral, PenisTovagina. and that SC animation will still not be lost. The benefit is that in the future, any new animation that meets these tags will be added to the animation pool and selected by your mod instead of just the SC animation. --------------------- Of course, if your quest is designed so that the character only plays missionary/doggy/must be in a chair. That's another matter. But for more applicability/different animations every time you play, those tags are enough. Edited December 2, 2024 by kziitd 1
Heinzelman Posted December 2, 2024 Author Posted December 2, 2024 (edited) 49 minutes ago, kziitd said: I don't know what tags your mod checks to play AAF animations. For example, one of SC's animations is tags="SavageCabbage,F_M,ArmChair,Cowgirl,FromFront,Neutral,Finish,Held1,Love5,Stim7,Dom5,NullToSelf,PenisToVagina"/> As an animation author, and for the future, I suggest you only pay attention to it: 1. Gender/Number of Actors: FM, FF, FMM, FFMM, etc. This will first determine whether your mod wants the characters in the plot to be solo, double, multiplayer, gender combination, etc. As long as you design the corresponding plot, AAF only needs to find the gender tag. 2. Neutral or aggressive, this is to continue to make a more suitable screening for Quest type mods based on point 1. Similarly, if you design related plots, AAF only determines this type of tag. 3. Furniture/Location, this is easy to understand, and it is also suitable for Quest type mods. But they are not tags but AAF itself to check whether the animation has the "Location=" function. 4. Sex type, here is not the missionary/doggy/etc tag you may use now, but the XX to XX tag, for example, oral sex is penisToMouth, missionary/Doggy both belong to penisToVagina (there is also a ToAnus tag if you want anal sex in Quest). And now CM (Commonwealth Moisturizer) also relies on these tags to determine where the semen mesh appears. Going back to the SC example just now, your mod only checks F_M, Neutral, PenisTovagina. and that SC animation will still not be lost. The benefit is that in the future, any new animation that meets these tags will be added to the animation pool and selected by your mod instead of just the SC animation. --------------------- Of course, if your quest is designed so that the character only plays missionary/doggy/must be in a chair. That's another matter. But for more applicability/different animations every time you play, those tags are enough. Thank you for helping me . I am not sure if I understand this correctly now 😭 For example i show 3 different setups I made: Spoiler Just a BJ on Ground: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.preventFurniture = true settings.includeTags = "Blowjob" settings.excludeTags = "Aggressive" Any sex on the Couch: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.LocationObject = Couch settings.includeTags = "Couch" settings.excludeTags = "Aggressive" Cowgirl on a Bed: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.LocationObject = Bed settings.includeTags = "Cowgirl" settings.excludeTags = "Aggressive" I assumed, if I define one or more tags that is stored for fitting positions in one or more installed position.xmls, every animation that has this tag in the xmls could be randomly chosen for this setup. So if I understand you correctly, I would get better results, if I use "F_M, Neutral, PenisTomouth" instead of "Blowjob" for example? Edited December 2, 2024 by Heinz01
Slorm Posted December 2, 2024 Posted December 2, 2024 (edited) 19 hours ago, Heinz01 said: Do you have SavageCabbage, Atomic Lusts, BP and Leito Animation Packs installed? They would cover most of the animations which are used. Yes I do. It may just be a RNG issue, I've seen it jam up before (rather than probability clustering) EDIT: Just seen the comment by kziitd above so will leave it with you Edited December 2, 2024 by Slorm 1
kziitd Posted December 2, 2024 Posted December 2, 2024 (edited) 1 hour ago, Heinz01 said: Thank you for helping me . I am not sure if I understand this correctly now 😭 For example i show 3 different setups I made: Hide contents Just a BJ on Ground: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.preventFurniture = true settings.includeTags = "Blowjob" settings.excludeTags = "Aggressive" Any sex on the Couch: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.LocationObject = Couch settings.includeTags = "Couch" settings.excludeTags = "Aggressive" Cowgirl on a Bed: Actor[] actors = new Actor[2] actors[0] = PlayerRef actors[1] = HancockRef AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() Settings.Duration = LP_AAF_Duration.GetValue() settings.LocationObject = Bed settings.includeTags = "Cowgirl" settings.excludeTags = "Aggressive" I assumed, if I define one or more tags that is stored for fitting positions in one or more installed position.xmls, every animation that has this tag in the xmls could be randomly chosen for this setup. So if I understand you correctly, I would get better results, if I use "F_M, Neutral, PenisTomouth" instead of "Blowjob" for example? Here's the thing. As Ego's Violate/Seu. He only pays attention to the minimum tags I said, so his mod will not have the problem of new animations not being adopted. You are making Quest-type mod. The playback of the animation may need to be completely appropriate to the plot of your Quest development, such as "the PC and a certain character are doing oral sex animations on the chair because of the story at this moment." Then your settings are OK. If your idea is: "At that moment in the story, the PC and the character start FM sex that is not rape." Then what I said is enough. Further, if you limit it to "the PC and the character start F oral sex for M, then penistomouth is enough, and you can give an mcm the chance to use furniture to let AAF randomly choose whether to be on the chair. I don't know the correct format of the script. But you can also add PenistoMouth after Blowjob and PenisToVagina after Cowgirl, because these are the tags required by CM. Edited December 2, 2024 by kziitd 1
kziitd Posted December 2, 2024 Posted December 2, 2024 (edited) Actually, because the old animations of leito SC came first, and JB and your mod came later, you use the tags that have been written to seek animations that use them. The problem is that those tags may mean that AAF can only choose a certain animation in the end, and it does not have the freedom to face new animations in the future. The animations I made do not have tags like missionary/doggy/Blowjob, instead they are PtoV or PtoM, and if it is a man giving a woman a blowjob, it also has MtoV. And many sex positions cannot be defined by missionary, doggy, etc. So, in order to not edit the script agian and agian for all any new animations that may appear in the Quest mod in the future, the fewer check-restrictive defined tags are, the better. In my opinion, story-driven mods do not necessarily mean that the animations for each story point must be the same as the last time (sexual positions, especially for repeatable quests). PtoV covers all sexual positions where the penis and vagina come into contact. So XX to XX is the least restrictive tag type.This time the PC and the character were selected by AAF to play cowgirl on a chair, maybe missionary on the floor next time. If there is a bed in that environment, there will be more random content. The script only checks PtoV. If anal sex starts at a certain story point, it is PtoA, if there is a possibility of mutual oral sex, it is PtoM, MtoV. You can check out the AAF theme for all the available XXtoXX tags instead of the abbreviations I have now. Edited December 2, 2024 by kziitd 1
Heinzelman Posted December 2, 2024 Author Posted December 2, 2024 59 minutes ago, kziitd said: Actually, because the old animations of leito SC came first, and JB and your mod came later, you use the tags that have been written to seek animations that use them. The problem is that those tags may mean that AAF can only choose a certain animation in the end, and it does not have the freedom to face new animations in the future. The animations I made do not have tags like missionary/doggy/Blowjob, instead they are PtoV or PtoM, and if it is a man giving a woman a blowjob, it also has MtoV. And many sex positions cannot be defined by missionary, doggy, etc. So, in order to not edit the script agian and agian for all any new animations that may appear in the Quest mod in the future, the fewer check-restrictive defined tags are, the better. In my opinion, story-driven mods do not necessarily mean that the animations for each story point must be the same as the last time (sexual positions, especially for repeatable quests). PtoV covers all sexual positions where the penis and vagina come into contact. So XX to XX is the least restrictive tag type.This time the PC and the character were selected by AAF to play cowgirl on a chair, maybe missionary on the floor next time. If there is a bed in that environment, there will be more random content. The script only checks PtoV. If anal sex starts at a certain story point, it is PtoA, if there is a possibility of mutual oral sex, it is PtoM, MtoV. You can check out the AAF theme for all the available XXtoXX tags instead of the abbreviations I have now. Thank you very much I understand it now and my confusion has cleared up. I've only looked at it from the perspective of predefined scenes before. This is really helpful as I will take a more open approach in the future.
kziitd Posted December 2, 2024 Posted December 2, 2024 Any further discussion can be held on Ego's server on Discord, I have invited you. JB is there too.☺️ 2
Hober9 Posted December 4, 2024 Posted December 4, 2024 On 11/12/2024 at 5:09 AM, Heinz01 said: Thank you for your Feedback! You can craft a (LP) Maintenance Menu at a Chemstation. It contains the option to unlock the Vanilla Content and then you can play the original "The Silver Shroud", "The Big Dig" and gain Hancock as a companion in the progress. I play the new update 2 times and the first time, some time after finish the last main quest, i have the option for talk to Hancock and he try to join as companion.
Hober9 Posted December 4, 2024 Posted December 4, 2024 The second time i run the new update, i see i receive a note from Silver Shroud for do some work for him after he install new base. They are 5 or 6 kill jobs. After finish each one, he say "Take your reward" or something. But i think i receive nothing. Can be caps, but i do not have message when receive. Greetings.
Heinzelman Posted December 4, 2024 Author Posted December 4, 2024 1 hour ago, Hober9 said: I play the new update 2 times and the first time, some time after finish the last main quest, i have the option for talk to Hancock and he try to join as companion. If I understood your previous comments correctly, you wanted to bypass the "Like a Goodneighbor" Quest from Depravity with its own Holotape, right? That would unlock hancock as a companion, but shouldn't be a problem. 1 hour ago, Hober9 said: The second time i run the new update, i see i receive a note from Silver Shroud for do some work for him after he install new base. They are 5 or 6 kill jobs. After finish each one, he say "Take your reward" or something. But i think i receive nothing. Can be caps, but i do not have message when receive. Greetings. He should give you 100 caps and a bit of exp for each of these quests.
Hober9 Posted December 4, 2024 Posted December 4, 2024 52 minutes ago, Heinz01 said: If I understood your previous comments correctly, you wanted to bypass the "Like a Goodneighbor" Quest from Depravity with its own Holotape, right? That would unlock hancock as a companion, but shouldn't be a problem. I do not want bypass nothing. Only answering a post i understand say playing your mod need a holotape or something for have Hancock as companion.
Heinzelman Posted December 4, 2024 Author Posted December 4, 2024 20 minutes ago, Hober9 said: I do not want bypass nothing. Only answering a post i understand say playing your mod need a holotape or something for have Hancock as companion. All right, i may have misunderstood your comment I hope everything works as you expect. 1
deathmorph Posted December 17, 2024 Posted December 17, 2024 (edited) I have a mission here Spoiler sit down for a while But nothing happens, hours of in-game time. Have I overlooked something? And a bum is following me, but she can't be contacted. She even comes outside with me. At first I wanted to kill her, but I'd rather ask first. PS: And the quest involving the drug dealer who was shot is not marked as completed, even though all subtasks have been completed and I have spoken to Hankock. Edited December 17, 2024 by deathmorph
Heinzelman Posted December 17, 2024 Author Posted December 17, 2024 (edited) 6 hours ago, deathmorph said: I have a mission here Hide contents sit down for a while But nothing happens, hours of in-game time. Have I overlooked something? And a bum is following me, but she can't be contacted. She even comes outside with me. At first I wanted to kill her, but I'd rather ask first. PS: And the quest involving the drug dealer who was shot is not marked as completed, even though all subtasks have been completed and I have spoken to Hankock. You have to sit down on the marked Chair inside Daisy's Shop The female drifter should then speak to you. If this doesnt work write SQV LP_Roleplay in the console. I assume it shows current stage =120. When you sit on the correct chair, it should advance to stage 130 and start a scene. If not try Setstage LP_Roleplay 130 when you are at Daisys Shop. This should clear the objective and start the scene. Otherwise go to Setstage LP_Roleplay 160. This skips a short dialogue with the drifter and she should also not follow anymore. The Quest "Shot in the Alley" has 3 phases. You will get a new objective after the Quest "Good News" is done and it will conclude after "Information Retrieval". Edited December 17, 2024 by Heinz01 1
deathmorph Posted December 17, 2024 Posted December 17, 2024 3 hours ago, Heinz01 said: You have to sit down on the marked Chair inside Daisy's Shop ... Oh, my mistake. I've been playing without a HUD or markers and have been playing for so long - I never even realized there were markers. I sat down on the bench in front of Daisy's shop and waited ...
Gamaramdi Posted December 17, 2024 Posted December 17, 2024 Hi! I played and enjoyded the first version but the last one crashes my game, i tested it, i install only this mod and the game crashes before i can load or create a new game file, the only thing i changed is that im playing with NAF not AAF anymore, is there any incompatibility? Cheers and thanks for your work
Heinzelman Posted December 17, 2024 Author Posted December 17, 2024 (edited) 50 minutes ago, Gamaramdi said: Hi! I played and enjoyded the first version but the last one crashes my game, i tested it, i install only this mod and the game crashes before i can load or create a new game file, the only thing i changed is that im playing with NAF not AAF anymore, is there any incompatibility? Cheers and thanks for your work Hi! This sounds like a missing master file. My mod needs AAF.esm, AAFThemes.esl, Nukaworld DLC (and MCM). I know of at least one user who had it running with NAF. But i have no clue how this has to be setup. Edited December 17, 2024 by Heinz01
Gamaramdi Posted December 18, 2024 Posted December 18, 2024 23 hours ago, Heinz01 said: Hi! This sounds like a missing master file. My mod needs AAF.esm, AAFThemes.esl, Nukaworld DLC (and MCM). I know of at least one user who had it running with NAF. But i have no clue how this has to be setup. I have NAF Bridge, it includes it's own AAF.ESM i have the resto of the files, maybe theres the problem, thanks! 1
stin2pig Posted January 3, 2025 Posted January 3, 2025 After the mall open and talking in the mall. the quest objective ask me talk to Hancock, but nothing happen at all, Hancock just say 'hey'
Heinzelman Posted January 3, 2025 Author Posted January 3, 2025 35 minutes ago, stin2pig said: After the mall open and talking in the mall. the quest objective ask me talk to Hancock, but nothing happen at all, Hancock just say 'hey' Okay he should say more than that Please enter this in the console: SQV LP_Misc_BarQuest It should more or less look like that: If thats the case and he still doesnt do his correct dialogue, you can save and try setstage LP_Misc_BarQuest 120 Then he should lead you to somethin he wants to show you.
katrina.balanchuk Posted January 4, 2025 Posted January 4, 2025 (edited) Hi I been doing another playthrough. Noticed the new content its great. But on the AJ is shot quest after I ask the first "drifter" it sends me to the next "drifter" but there is no marker. On a prior save It sent me to the Mojave desert to talk to the 2nd drifter, but of course that made no sense so i unistalled mojave expansion and went back to an earlier save from before I had picked up the things in boston Bugle. Even so now after completing getting the printing press to be carried, i have a task talk to a drifter about AJ, Did that. Now suppsoed to talk to another "Drifter" but no marker and i asked all folks in 3rd rail. (except the ones added by other mods such as tales of the commonwealth). tuned marerk controls on and off. saved and restarted game, no change. Also I found Shelly TiIller in her new newspaper office but she wont talk to me. Neither does Hancock, just says "Go head" or something to that effect in different ways. The LP help menu case is blank except for the header Edited January 4, 2025 by katrina.balanchuk
Heinzelman Posted January 4, 2025 Author Posted January 4, 2025 (edited) This would be the second Drifter: Spoiler But when he doesnt have a marker and doesnt talk, i fear the alias of the quest isnt filled. Enter this in the console SQV LP_ShroudIntro It should look like this Tell me what this shows on your end. Edited January 4, 2025 by Heinz01
nonofyodambiznes Posted January 6, 2025 Posted January 6, 2025 (edited) what;s the general story of each quest? Edited January 6, 2025 by nonofyodambiznes
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now