Jack Dunne Posted August 1, 2025 Posted August 1, 2025 sorry none of your animations even appear in the AAF home menu positions, all the other anim packs work. i installed your mod through vortex checked they were in the right folders which they are AAF just doesn't register your animation pack unfortunately..
Holylokki Posted August 1, 2025 Posted August 1, 2025 (edited) 20 minutes ago, Jack Dunne said: sorry none of your animations even appear in the AAF home menu positions, all the other anim packs work. i installed your mod through vortex checked they were in the right folders which they are AAF just doesn't register your animation pack unfortunately.. What version of AAF are you using? The mod's XML files are error-free. AAF should register them without problems if they are in the AAF folder. All animations in the release version of the mod have been tested for functionality. Edited August 1, 2025 by Holylokki
darthroman Posted August 1, 2025 Author Posted August 1, 2025 1 hour ago, Jack Dunne said: sorry none of your animations even appear in the AAF home menu positions, all the other anim packs work. i installed your mod through vortex checked they were in the right folders which they are AAF just doesn't register your animation pack unfortunately.. All working on my side, with v.1.0.0 and with v.1.0.1. and latest AAF. Just check radstag must be Male, female or junior radstag not compatible.
darthroman Posted August 1, 2025 Author Posted August 1, 2025 31 minutes ago, vranina said: Work with NAF? I didn't check it, I don't have NAF
SquareBun Posted August 1, 2025 Posted August 1, 2025 Animations with a dog and a gorilla are working. Animations with radstag and radroach are played (player character), but the target NPC is not involved in the scene. I use NAFBridge + NAF.
darthroman Posted August 1, 2025 Author Posted August 1, 2025 12 minutes ago, SquareBun said: Animations with a dog and a gorilla are working. Animations with radstag and radroach are played (player character), but the target NPC is not involved in the scene. I use NAFBridge + NAF. Tested only with AAF. Nothing can tell you about NAF, I didn't use it.
Holylokki Posted August 1, 2025 Posted August 1, 2025 34 minutes ago, SquareBun said: Animations with a dog and a gorilla are working. Animations with radstag and radroach are played (player character), but the target NPC is not involved in the scene. I use NAFBridge + NAF. Please ask NAF support about this. NAF compatibility of XML settings files written for AAF is not guaranteed. 1
poblivion Posted August 1, 2025 Posted August 1, 2025 (edited) @darthroman Hi, thank you very much for the great animations and I look forward to more. Would you be willing to do anal version of animation DR RadStag Vag 01 as well? Thanks Edited August 1, 2025 by poblivion
dosfox Posted August 1, 2025 Posted August 1, 2025 Hello @darthroman, Thank you very much for your new animations! Using NAFbridge and Indarello's Patch, i didn't expect any success when i installed your mod {and all it's requirements}, but it is mostly working straight out of the box! I have only tested the Human, Canine, FEVhound, Gorillla and Radstag animations so far. Human animations are perfect. Canine, FEV hound and Gorilla animations are working fine for mounted positions but there is some penis-mouth misalignment with the oral positions. The Radstag animations happen, but there is definitely some sort of skeleton problem there. For the time being i will just disable the animations that aren't working for me, and will keep an eager eye out for updates and patches. Thank you again and kudos for your great work, it is wonderful to see new (and unique) animations happening on LoversLab! 1
darthroman Posted August 1, 2025 Author Posted August 1, 2025 46 minutes ago, dosfox said: Hello @darthroman, Thank you very much for your new animations! Using NAFbridge and Indarello's Patch, i didn't expect any success when i installed your mod {and all it's requirements}, but it is mostly working straight out of the box! I have only tested the Human, Canine, FEVhound, Gorillla and Radstag animations so far. Human animations are perfect. Canine, FEV hound and Gorilla animations are working fine for mounted positions but there is some penis-mouth misalignment with the oral positions. The Radstag animations happen, but there is definitely some sort of skeleton problem there. For the time being i will just disable the animations that aren't working for me, and will keep an eager eye out for updates and patches. Thank you again and kudos for your great work, it is wonderful to see new (and unique) animations happening on LoversLab! Did you install SCRS by @lee3310 and it's in working ON mode? Because all animations was aligned with this mod, without you will have misalignment. All positions must be in 1:1 scale. You can check by console "getscale". Radstag use base skeleton from game. Only genitals was attached. And check NAF support. 1
katrina.balanchuk Posted August 1, 2025 Posted August 1, 2025 6 hours ago, Holylokki said: No Not only that, it is a powerful tool for editing animations as well. You are wrong. It is not necessary. And photomod is not needed for the latest version. SAM minimum requirements are identical to AAF requirements. Thank you for the response. I was just reading off SAMS requirements listing going by what the mod author writes. I am happy these requirements dont seem to be really hard. I will try it soon.
msmfoster Posted August 1, 2025 Posted August 1, 2025 I'm going to try installing 1.0.1, but when I tried to trigger an AAF seen between the cat and my PC these did not show up. The only ones that did were some Grey animation ones, which is odd I assume the new ones will need to be triggered manually due to other modules not aware the matching is possible (e.g. Violate)? Otherwise the dog animations worked fine, and it's nice to see some variation!
katrina.balanchuk Posted August 1, 2025 Posted August 1, 2025 (edited) I have every single requirement now including UAP and SAM (except I am on CBBE not Fusion girl but I undertand FG was soft) and cant get it to work. ( tested on a rad roach attack in Vault 111, my surrneder button says "you cannot surrender to these creatures") Are there any load order fine points to pay attention to? I am on game version .163 and F4SE .23 Edited August 1, 2025 by katrina.balanchuk
poblivion Posted August 1, 2025 Posted August 1, 2025 23 minutes ago, katrina.balanchuk said: I have every single requirement now including UAP and SAM (except I am on CBBE not Fusion girl but I undertand FG was soft) and cant get it to work. ( tested on a rad roach attack in Vault 111, my surrneder button says "you cannot surrender to these creatures") Are there any load order fine points to pay attention to? I am on game version .163 and F4SE .23 Have you tried running the animation through the AAF menu? I tested the animation by adding radroach via the console (player.placeatme FF0182E1 5). Then I opened the AAF menu and selected actors and started the animation. I'm old school I don't use UAP, everything works fine for me. 1
Holylokki Posted August 1, 2025 Posted August 1, 2025 32 minutes ago, katrina.balanchuk said: ( tested on a rad roach attack in Vault 111, my surrneder button says "you cannot surrender to these creatures") Violate obviously doesn't know anything about the new animations. Or that RadRoach and RadStag can now be aggressors. And we need a patch for Violate that adds these races to the aggressor list. 2
katrina.balanchuk Posted August 1, 2025 Posted August 1, 2025 35 minutes ago, Holylokki said: Violate obviously doesn't know anything about the new animations. Or that RadRoach and RadStag can now be aggressors. And we need a patch for Violate that adds these races to the aggressor list. Oh. How to test them then if not with Violate? I (mistakenly clearly) figured Violate and similar apps would pick any available animation that its fits the attacker "race" in quesion.
Holylokki Posted August 1, 2025 Posted August 1, 2025 (edited) 23 minutes ago, katrina.balanchuk said: How to test them then if not with Violate? In manual AAF mode, of course. Home button. You can disable aggression via console command "tdetect" 23 minutes ago, katrina.balanchuk said: I (mistakenly clearly) figured Violate and similar apps would pick any available animation that its fits the attacker "race" in quesion. This is not true. Violate only tries to assemble a scene when it knows that at least one animation exists for the given actors. Otherwise, you would get too many errors when using it. Edited August 1, 2025 by Holylokki
RustyEdges Posted August 1, 2025 Posted August 1, 2025 So after using manual AAF, all requirements, and no 3rd party XMLs, I cannot see any of the new animations in my load menu. I'm starting to think this doesn't work with the NG version of FO4.
Holylokki Posted August 1, 2025 Posted August 1, 2025 7 minutes ago, RustyEdges said: So after using manual AAF, all requirements, and no 3rd party XMLs, I cannot see any of the new animations in my load menu. I'm starting to think this doesn't work with the NG version of FO4. Show what records are contained in the AAF admin window. The mod does not contain BA2 archives and should not have problems with NG.
darthroman Posted August 1, 2025 Author Posted August 1, 2025 43 minutes ago, georgechalkias said: Plans for DLC creatures? without rigs it is very difficult to work with skeletons. If such appear, we can think of something.🙄
YourBizzareJoe Posted August 1, 2025 Posted August 1, 2025 thank you for doing some of the creatures that dont have animations! this is peak! 1
darthroman Posted August 2, 2025 Author Posted August 2, 2025 12 hours ago, poblivion said: @darthroman Hi, thank you very much for the great animations and I look forward to more. Would you be willing to do anal version of animation DR RadStag Vag 01 as well? Thanks Done, will be in next update 3
spicydoritos Posted August 2, 2025 Posted August 2, 2025 I also had problems getting the creature animations to appear in 1.0.1; selecting a human and radstag/radroach would result in AAF saying no animations available for that combination. This was especially odd because the 1.0.0 version worked fine. So I went digging and found that two of the xml files had non-standard characters in the name: Spoiler I changed them to use the letter "c" instead of "ae" and creature animations worked as normal again: Spoiler 6
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