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Posted
22 minutes ago, SquareBun said:

I just tested NAF + Samformer. Unfortunately, it works sometimes, sometimes not. I apologize for the misinformation. With SAM Enhanced Animations everything worked smoothly.

Please note that adjustments are configured not for all animations.
Test it animations on FM/FF Leito.

Posted
1 hour ago, Holylokki said:

Please note that adjustments are configured not for all animations.
Test it animations on FM/FF Leito.

Leito FM - the adjustments work; Leito Dogs - they don't. SACA - they work. Strange.

Posted
1 hour ago, SquareBun said:

I just tested NAF + Samformer. Unfortunately, it works sometimes, sometimes not. I apologize for the misinformation. With SAM Enhanced Animations everything worked smoothly.

 

Thank you for info.  No offence to AAF, but I already used to NAF. And I tried to switch back to AAF as well, but encountered with problem - cannot bring up AAF menu for some reason. I don't think that some mod uses the same key. A little bit weird...

Posted
6 minutes ago, deff. said:

 

Thank you for info.  No offence to AAF, but I already used to NAF. And I tried to switch back to AAF as well, but encountered with problem - cannot bring up AAF menu for some reason. I don't think that some mod uses the same key. A little bit weird...

I also tried switching to AAF after NAF (AAF simply wouldn't load). That won't work—you need to start a new game.

Posted
11 minutes ago, SquareBun said:

AAF simply wouldn't load

You have to delete NAF folder from MO2 overfrite or gamefolder or vortex folder. In tests I switched them and all works fine.

Posted (edited)
16 minutes ago, SquareBun said:

I also tried switching to AAF after NAF (AAF simply wouldn't load). That won't work—you need to start a new game.

 

Tried, menu not showing up :D Even with min requirements for AAF. Frustrating....

And I deleted NAF folder,  same weird thing...

 

And yes, you can switch from NAF to AAF in mid game. I tried as well earlier and it worked...Don't know what the heck is going on right now

Edited by deff.
Posted
14 minutes ago, deff. said:

 

Пробовал, меню не отображается :D даже с минимальными требованиями для AAF. Разочаровывающий....

И я удалил папку NAF, та же странная вещь...

 

И да, вы можете переключиться с NAF на AAF в середине игры. Я пробовал раньше, и это сработало... Не знаю, что, черт возьми, происходит прямо сейчас

Was LL_fourPlay removed? Which was supplied separately from AAF.

Posted
7 minutes ago, SquareBun said:

Was LL_fourPlay removed? Which was supplied separately from AAF.

 

Yes. 

 

Tomorrow will try to dig deeper, I have no clue why AAF menu is not showing up...I've done it n times and all time everything was fine...weird

Posted

Thank you for the patch Holylokki, that's a lot of work 

 

One slight remark, since i have your patch installed, the ZAZGush effects from UAP is not correctly aligned with the body. Instead of going down between the legs it is gushing to the front of the body, dont know why

Posted
2 hours ago, SquareBun said:

Leito FM - the adjustments work;

Ok

2 hours ago, SquareBun said:

Leito Dogs - they don't

This should work if you can open SAM and edit the Dog pose manually.

2 hours ago, SquareBun said:

SACA - they work

No adjustments were made for SACA. Because SACA is CreaturePack + SAM adjustments inserted directly into the animation files.
SACA does not require SAM.

Posted
4 minutes ago, rjrc said:

One slight remark, since i have your patch installed, the ZAZGush effects from UAP is not correctly aligned with the body. Instead of going down between the legs it is gushing to the front of the body, dont know why

What animation?
Currently, UAP/Leito use the same ZaZ particles as SC/BP70.

Posted
26 minutes ago, Holylokki said:

What animation?
Currently, UAP/Leito use the same ZaZ particles as SC/BP70.

 

When using the cumflation feature from Family Planning Enhanced Redux mod i get equipped with ZazGush effect from UAP/Zazout during inflation. It was working as intended before but since i have the patch activated it is misaligned.

Don't bother much with that as it is very specific ... unless you have any idea where that comes from. Otherwise nevermind  

Posted (edited)
1 hour ago, rjrc said:

When using the cumflation feature from Family Planning Enhanced Redux mod i get equipped with ZazGush effect from UAP/Zazout during inflation. It was working as intended before but since i have the patch activated it is misaligned.

The problem is that the original Zaz Particle Effects.esp from UAP, regardless of the ZaZ-particle name, applies only ZaZCumFartHeavy.nif effect from Leito/UAP to the female target.

 

And ZaZCumFartHeavy.nif itself, as is
ZaZSquirtHeavy.nif
ZaZSquirtLight.nif
ZaZSquirtUber.nif
ZaZPussyDroplets.nif
ZaZCumFartHeavy.nif
ZaZCumFartLight.nif
from Leito/UAP, are placeholders copied from ZaZPussyCumLeak.nif.

 

I changed both the values in Zaz Particle Effects.esp and the Leito/UAP ZaZ-particles themselves to SC/PB70 so that "Zaz Particle Effects" could apply different effects.

 

I see that the FPE script selects one random ZaZ particle from all existing ones and applies it to the actor. Previously, regardless of the FPE selection, ZaZPussyCumLeak.nif was applied to the female character.
But now these are truly different visual effects.

 

I don't know why FPE does this. If the function is called "Leaking" and should only trigger leaking effects, it should have limited itself to calling ZaZPussyCumLeak.nif or ZaZPussyDroplets.nif instead of randomly calling everything.

Edited by Holylokki
Posted

@Holylokki

 

Hello, 

 

there was a abug with savage cabbage animation pack were the male would remain flacid or sometimes the dick never appear even with proper instalation of all patch and packs.

 

My question is does your mod fix this issue ?? I removed savage cabbage pack since male were always flacid in my game.

 

I ask before instalation because a simple test will take me a lot of time and i have currently other things to test so if you already know it would be great.

 

 

Posted
7 minutes ago, leking said:

there was a abug with savage cabbage animation pack were the male would remain flacid or sometimes the dick never appear even with proper instalation of all patch and packs.

I don't know what your problem was, but it was entirely your problem.


SC works with my settings. And it works exactly as it should have from the start. Unfortunately, SavageCabbage himself apparently hasn't figured out how to properly use transition animations in F4.

Posted
2 hours ago, rjrc said:

When using the cumflation feature from Family Planning Enhanced Redux mod i get equipped with ZazGush effect from UAP/Zazout during inflation. It was working as intended before but since i have the patch activated it is misaligned.

Try to install this.

I disabled calling unnecessary ZaZ-particles in FPE scripts.

AAF_FPE Redux ZaZParticles scripts.zip

Posted

Odd behaviour that's been consistent since applying EAP and never previously. 3 out of 4 times now when initiating a scene on a pre-war bed (Homemaker) the actors (lesbian in my case) end up on the ground level and clip through.  Can't be 100% sure, but I think all of the failed cases were Leito, if that makes a difference.

Posted

I have question about SAM EA in this - this patch should overwrite everything, including SAM EA and SAM EA strap-on? Or I should remove SAM strap-on....

Posted (edited)
16 minutes ago, deff. said:

I have question about SAM EA in this - this patch should overwrite everything, including SAM EA and SAM EA strap-on? Or I should remove SAM strap-on....

Samea has own xml and doesnt overwrite this patch. But SAMEA has the same problems. Some animations works wrong with NAF. That's why I use AAF. 

Edited by Samhsay
Posted
20 minutes ago, Samhsay said:

Samea has own xml and doesnt overwrite this patch. But SAMEA has the same problems. Some animations works wrong with NAF. That's why I use AAF. 

 

I fixed AAF. Changed default key to another, so it's working AAF for me. 

Posted (edited)
4 hours ago, deff. said:

I have question about SAM EA in this - this patch should overwrite everything, including SAM EA and SAM EA strap-on? Or I should remove SAM strap-on....

SAMEA does not conflict with EAP. They can be used simultaneously.

  

4 hours ago, rjrc said:

Thank you for this file and the time you took to make it but it did not worked.

Most likely, FPE_R scripts are stored in the save file and can't be updated by simply updating the files.
And I don't know how to do this in FPE.

  

9 hours ago, msmfoster said:

Odd behaviour that's been consistent since applying EAP and never previously. 3 out of 4 times now when initiating a scene on a pre-war bed (Homemaker) the actors (lesbian in my case) end up on the ground level and clip through.  Can't be 100% sure, but I think all of the failed cases were Leito, if that makes a difference.

More information is needed:
1. The exact name of the problematic animation.
2. Preferably the bed's BaseID.
3. The animation triggering method—which mod did it?
I've triggered a dozen different FF_Leito animations on homemaker double bad, and they work without issue.

Edited by Holylokki
Posted
On 9/25/2025 at 9:50 PM, Holylokki said:

This is odd. This mod is required if you want to use the EAP animations with strap-ons. You only need Vioxsis_Strap-Ons (ZeX Bones Fixed) (4.0).7z itself.
You can install texture replacers.
You don't need to install the "ENGINE XML Patch".
EAP completely replaces "ENGINE XML Patch" files with placeholders, if installed. And this should work without any issues.

Good point.

Posted
8 hours ago, Holylokki said:

  

More information is needed:
1. The exact name of the problematic animation.
2. Preferably the bed's BaseID.
3. The animation triggering method—which mod did it?
I've triggered a dozen different FF_Leito animations on homemaker double bad, and they work without issue.

I'll take a closer look next time it happens. How do you get the base ID of an object? I just normally need the Reference ID to move, delete, or add objects to. 

Posted
4 minutes ago, msmfoster said:

I'll take a closer look next time it happens. How do you get the base ID of an object? I just normally need the Reference ID to move, delete, or add objects to. 

Better Console displays this information in the lower right corner.
I don't know if it's displayed in the regular console.

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