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Posted

hello. im confuzed is it normal that 650 AAF files with 0 kb (empty) are overwriting allready existing files from orig mods 

111.jpg

Posted
18 minutes ago, 6a4uha911 said:

hello. im confuzed is it normal that 650 AAF files with 0 kb (empty) are overwriting allready existing files from orig mods 

Yes.

Posted
1 hour ago, 6a4uha911 said:

i see. Is it becouse thoose scripts was included in the staged ones?

That's because they're outdated.

Posted (edited)
18 hours ago, Holylokki said:

Yes. Due to copyright infringement.

It's bad.

Is there a difference between EAP here and at GM? I previously installed GM version 1.09 in Fallout 4 1.10.163 - can I upgrade EAP to version 1.10 here? For the game version 1.10.163

Edited by SB2
Posted
8 hours ago, SB2 said:

can I upgrade EAP to version 1.10 here?

Some files have been renamed. This means that to update you need to delete all SAC 061, 062, 103, 200-400 folders and all other XML files with the SAC prefix from the AAF folder (from SAC 055_1, 151 folders and possibly from somewhere else). Use "Explore virtual folder" in MO2 to search.

Posted (edited)

Not sure if anyone got same issue, but for me AAF refused to load with latest EAP; I found out that error is related to AAF_aquipmentSetData.xml file:

 

enb2026_3_11_14_16_55.jpg.338200b914a7d553f07bee57800d6c18.jpg

 

Removing EAP .xml and leaving original UAP one immediately fixed issue.

 

I can assume it is because ,xml points to A-Body.esp bodysuit, which I removed from .esp file for A-Body V2 (I use V2), but .esp file is still loaded because it is used for bodygen sliders.  Checked it, it's not a problem.

 

 

UPD after looking more carefully, I found a culprit: first Equipmentset block somehow missed </equipmentSet> . I wonder how it worked for anyone else, tbh.

Edited by Allnarta
Posted
6 hours ago, Holylokki said:

Some files have been renamed. This means that to update you need to delete all SAC 061, 062, 103, 200-400 folders and all other XML files with the SAC prefix from the AAF folder (from SAC 055_1, 151 folders and possibly from somewhere else). Use "Explore virtual folder" in MO2 to search.

Wow. Okay, I'll think about it. Thanks

Posted (edited)
7 hours ago, Allnarta said:

UPD after looking more carefully, I found a culprit: first Equipmentset block somehow missed </equipmentSet> . I wonder how it worked for anyone else, tbh.

This is the original file from UAP. It's over three years old. How could it have worked all this time? It's just that this is only one of 4 file options. Perhaps the conditions for installing it in UAP's FOMOD are broken and are never met. Similarly, UAP doesn't install the original AAF_equipmentSetData.xml files from AAF (which are also in UAP) even though AM/ABody aren't installed.

Edited by Holylokki
Posted

MTBehavior.hkx from version 1.10 of this mod conflicted with the one from Tactical Reload mod. Is it okay to let this mod or maybe tactical reload to win the conflict?

Posted (edited)
4 hours ago, yushino550 said:

MTBehavior.hkx from version 1.10 of this mod conflicted with the one from Tactical Reload mod. Is it okay to let this mod or maybe tactical reload to win the conflict?

EAP v1.10 includes a compatibility patch for TR v1.4. Of course, EAP must overwrite TR.

Edited by Holylokki
Posted

Is there a way to disable animations auto-staging without manually editing all and every .xml? Auto-staging makes creating SAM animation adjusements virtually impossible.

Posted (edited)
2 hours ago, Allnarta said:

Is there a way to disable animations auto-staging without manually editing all and every .xml? Auto-staging makes creating SAM animation adjusements virtually impossible.

AAF doesn't have a global setting for switching PositionTree stages between PCControlled/NPCControlled. Therefore:
1. If the animation is started via the AAF menu and the PC is involved, the PositionTree stages are switched manually. I used this mode when setting up SAM adjustments and haven't seen any problems.
2. If the animation is started via the AAF menu but the PC isn't involved, the PositionTree stages are switched automatically (but the keyboard arrow keys still work and switch stages). This is how PositionTree is supposed to work under third-party mods.
3. If the animation is started by a mod, its settings may have a PCControlled/NPCControlled switch.
4. And yes... you can remove the isHidden property from the stages in positionData to access individual stages. And you can delete the location so as not to run around looking for furniture.

 

Personally, I think such a switch is needed in the AAF settings, but all questions are directed to Dagoba.

Edited by Holylokki
Posted
1 hour ago, Holylokki said:

Personally, I think such a switch is needed in the AAF settings, but all questions are directed to Dagoba.

 

Agree. Switching single ini value is by any means less trouble than beack-uping xml's back and forth.

 

1 hour ago, Holylokki said:

And you can delete the location so as not to run around looking for furniture.

 

This is very useful trick, thank you!

Posted (edited)
28 minutes ago, Allnarta said:

Agree. Switching single ini value is by any means less trouble than beack-uping xml's back and forth.

In MO2 I just make a modified copy of positionData as a separate mod and turn it on/off as needed.

Locations in Notepad++ can be easily removed using the regular expression location="([^"]*)" (there must be a space in front to avoid unnecessary deleting code)

Edited by Holylokki
Posted

Ever since I downloaded the new version of EAP, my AFF animations stopped working.  Even if I unstill it and install the previous version they still don't work.  I am using vortex for my mods and running the old version of the game.  Any thoughts?

Posted (edited)
33 minutes ago, computerguy12 said:

Any thoughts?

Allnarta wrote above about a corrupted AAF_equipmentSetData.xml file, which is installed when AM/ABody is installed and the character's full undressing feature is disabled. I haven't replaced it with a fixed one yet (fixed).
I'm not aware of any other issues.

 

In any case, completely uninstalling and reinstalling EAP should fix any possible issues.
I can only recommend reinstalling AAF, enabling Debug mode, and then checking to see what errors are preventing it from working.

Edited by Holylokki
Posted

would there be a reason a spawned creature in a mod would not work with Violate surrender? As in they are not something you can surrender to.

 

In Wasteland Adventures Guild, they use Gorillas (previously the undead ones from Nuka World) on floor 4 and neither of these work with violate and I am not sure why.   They are selected in the MCM of Violate, and they are viable creatures for AAF that can be manually used in sex scenes.   The mod also uses Ferals, Gulpers and a Gaterclaw (new one so its not able to be used in violate yet) and the creatures that are standard ones work fine.

 

I know you spawned one of the undead ones before when I gave you the creature ID so I am wondering if they way the were spawned is causing something to block Violate from working.   I have never encountered one (as I do not believe they even exist in the open world) that could be fought normally so do not have a way to test if they work at all.   I have aggroed the ones in the Safari building that you meet and they did not work with violate either, though normally you are not even able to engage with them at all.

Posted (edited)
11 minutes ago, Mimirue17 said:

would there be a reason a spawned creature in a mod would not work with Violate surrender?

No.

1. The creature's race must be on the list of allowed aggressors in Violate's esp (in AAF_Violate_DLC_Patch.esp).
2. The creature category to which the creature of that race belongs must be active in Violate's settings (I couldn't figure out for a long time why GatorClaws worked on one Violate and not on another, until I figured out to check the settings 🤣).

Edited by Holylokki
Posted
6 minutes ago, Holylokki said:

No.

1. The creature's race must be on the list of allowed aggressors in Violate's esp (in AAF_Violate_DLC_Patch.esp).
2. The creature category to which the creature of that race belongs must be active in Violate's settings (I couldn't figure out for a long time why GatorClaws worked on one Violate and not on another, until I figured out to check the settings 🤣).

these are from the Violate folder in MO2, do these look correct?

 

AAF Violate Creature Tag XML.pdf AAF Violate ini file.pdf

Posted
26 minutes ago, Mimirue17 said:

these are from the Violate folder in MO2, do these look correct?

There's no such XML file in the original Violate.
And when using EAP, the original XML files are completely irrelevant, as almost all of them are outdated and replaced by EAP.
settings.ini looks correct. It's just easier to go to MCM and check everything there.

Posted
8 minutes ago, Holylokki said:

There's no such XML file in the original Violate.
And when using EAP, the original XML files are completely irrelevant, as almost all of them are outdated and replaced by EAP.
settings.ini looks correct. It's just easier to go to MCM and check everything there.

odd, here is the pic of the violate mod in MO2.   The same one in EAP is empty.

 



image.png.dad0b977a8914877715b42f86db12452.png

 

 

 

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