Holylokki Posted April 30 Author Posted April 30 13 hours ago, treedada said: thx a lot.I have updated AFF,the animations is able to play,but still some errors here. AAF v1.5.5 generates a large number of errors because the XML syntax it uses has become more error-sensitive. Hotfix for DR animations: 1
PippinTom Posted May 1 Posted May 1 I'm relatively new to LL@FO4 modding so this may be (somehow) my fault - but despite following fucking manual and using common sense and experience when setting (other) things up - scorpions animations bugger out for me - creature is not animating, only PC, and I mean all animations there (probably) are, which in my case are those starting with prefix "F_CrP1". Any idea what I did wrong? Checked xmls... and they look fine (syntax wise), but I know shit about how they supposed to look (engine/schema-wise) so that means nothing. ; ) BTW: I'm on AAF 1.1.5 and not currently going back to 1.5.5 as in overall - things seems to work better with older build.
Holylokki Posted May 1 Author Posted May 1 2 hours ago, PippinTom said: creature is not animating, only PC, and I mean all animations there (probably) are, which in my case are those starting with prefix "F_CrP1" My scorpions work without any problems. You may have a mod installed that modifies the scorpions. 2 hours ago, PippinTom said: Checked xmls... and they look fine (syntax wise), but I know shit about how they supposed to look (engine/schema-wise) so that means nothing. ; ) XML is only responsible for calling animations. Behaviors are responsible for their proper playback and switching. 2 hours ago, PippinTom said: BTW: I'm on AAF 1.1.5 and not currently going back to 1.5.5 as in overall - things seems to work better with older build. I don't see the point in using v1.1.5. It doesn't add anything significant to users other than AE support. And camera issues. Therefore, it's better to use v1.1.2 or update to v1.5.5.
PippinTom Posted May 2 Posted May 2 2 hours ago, Holylokki said: My scorpions work without any problems. You may have a mod installed that modifies the scorpions. Then you must have better scorpions. Because mine are not overwritten by anything (I can find via MO2 conflict reporter or disk search - yes - including archives - I have everything in archives) and they come from Darthroman's CreatureResources2 mod. Well, I'll keep looking, because obviously I'm missing something and it's rather not a rad's-dick.
Holylokki Posted May 2 Author Posted May 2 25 minutes ago, PippinTom said: Then you must have better scorpions. I don't know. These are vanilla scorpions. And of course I have Darthroman's animations installed. His meshes don't interfere with the animations.
PippinTom Posted May 2 Posted May 2 (edited) 2 minutes ago, Holylokki said: I don't know. These are vanilla scorpions. And of course I have Darthroman's animations installed. His meshes don't interfere with the animations. I referred to his creature resource pack, not creature animation pack. But hey - maybe that's the clue for me. Edited May 2 by PippinTom
Holylokki Posted May 2 Author Posted May 2 23 minutes ago, PippinTom said: I referred to his creature resource pack, not creature animation pack. But hey - maybe that's the clue for me. It's essentially the same thing.
PippinTom Posted May 2 Posted May 2 (edited) 2 hours ago, Holylokki said: It's essentially the same thing. While it's binary not - first second one does not contain radscorpion- .nif/.tri etc for instance. When I'm done with what I'm doing now - I'll test some theory. Edited May 2 by PippinTom
tattooleak Posted May 5 Posted May 5 As soon as I updated to v1.10 I am getting this error. Maybe this is from common wealth slavers animation. Any solution
Holylokki Posted May 6 Author Posted May 6 22 hours ago, tattooleak said: As soon as I updated to v1.10 I am getting this error. This is only necessary for Atomic Muscle or A-Body. If you use one of these, replace AM_equipmentSetData.xml in the AAF folder in EAP. AM_equipmentSetData.zip 1
MoBai636 Posted May 9 Posted May 9 I really love this mod. Will there be any more updates? The Fallout 4 community needs heroes like you.
Holylokki Posted May 9 Author Posted May 9 6 hours ago, MoBai636 said: Will there be any more updates? When there is a need for it. 1
Samhsay Posted May 10 Posted May 10 On 5/9/2026 at 5:54 PM, Holylokki said: When there is a need for it. DarthRoman and RohZima updated their animpacks. Do I need to place them after EAP, or are the changes already included in version 1.10?
Holylokki Posted May 10 Author Posted May 10 31 minutes ago, Samhsay said: DarthRoman and RohZima updated their animpacks. Do I need to place them after EAP, or are the changes already included in version 1.10? Darthroman and RohZima animations can be updated regardless of the EAP version. They should be downloaded before the EAP. 2
PippinTom Posted May 13 Posted May 13 On 5/2/2026 at 3:17 AM, Holylokki said: It's essentially the same thing. On 5/2/2026 at 5:40 AM, PippinTom said: While it's binary not - first second one does not contain radscorpion- .nif/.tri etc for instance. When I'm done with what I'm doing now - I'll test some theory. Since more anims in my setup turned out to be bugged I started testing all kind of weird theories about possible causes, and found and fixed few overlooks in my (re)packaging routine (I pack all mods - Fo4 and SSE alike - into archives, just for sport one my say but I'm just checking if it can be done without braking anything). So - heh - finally after learning thing or two about how different modding Fo4 is from SSE I figured out my wrong doings and here is what I've found out, just in case it interests you or anyone, short version - the chain: AAF Creature Pack Animations -- for unknown reason author put a fancy/shitty/meaningless "01" suffix in the name of the plugin (like putting any numbers in any binary name makes any sense ever); CAO -- flipped its belly up when packing it because it picked up that suffix as leading-zeroes-enumerator scheme and "optimized it" due to being single item (not "above index 9" one) by generating archive named "AAF_CreaturePack1 - Main.ba2". while in that case it should be "AAF_CreaturePack01 - Main.ba2". What essentially made that archive an orphan; MO2 -- happily informed me that "AAF Creature Pack Animations" contains radscorpion animation files... while it should not - because it wasn't true - archive which name is not linked by name with any active plugin is discarded/ignored by the game on load, which Mo2 in its smartness should notice and inform the user about, one way or another; me -- for not finding it sooner.
Holylokki Posted May 13 Author Posted May 13 3 hours ago, PippinTom said: I pack all mods - Fo4 and SSE alike - into archives, just for sport one my say but I'm just checking if it can be done without braking anything I tried packing all the animation packs' resources into a single BA2. I got a bug with the dog penis textures. Maybe something else. Also, I need constant access to the source files and control over the order in which they're overwritten. So I usually unpack some BA2s instead.
315hl Posted May 14 Posted May 14 Nice JOB! Could I ask where can i download SAMFormerNG v2.6 ? There is only v2.1 on Nexus.
Holylokki Posted May 14 Author Posted May 14 18 minutes ago, 315hl said: Could I ask where can i download SAMFormerNG v2.6 ? included in the EAP
deff. Posted May 14 Posted May 14 1 minute ago, Holylokki said: included in the EAP I have question about this one - that means, I don't need SAMFormer NG from Nexus, right? As your version is included in EAP. And your patch overwrites ZEX skeleton. Or ZEX must overwrite EAP? I'm asking because of flaccid thing...but this problem for me is till I remember myself modding Fallout 4...An I know that my setup is correct
Holylokki Posted May 14 Author Posted May 14 2 minutes ago, deff. said: I have question about this one - that means, I don't need SAMFormer NG from Nexus, right? As your version is included in EAP. Yes. I am not releasing v2.6 on Nexus because I cannot guarantee that it will work properly without EAP. 5 minutes ago, deff. said: And your patch overwrites ZEX skeleton. Or ZEX must overwrite EAP? It doesn't matter. Identical SAM support files are overwritten for case they weren't installed. 1
315hl Posted May 16 Posted May 16 EAP and 3rd Person Sprint FOV Remover both edit meshes\Actors\character\Behaviors\MTBehavior.hkx . Is there a way to let them both work?
Holylokki Posted May 16 Author Posted May 16 Maybe I'll make a compatible version. I need to see how feasible that is. 1
JHancock45 Posted May 26 Posted May 26 When sexual Harassment calls on a FMM or FMMM animation AFF says there are none, They are there, u can play them in the wizard. Is SH using old IDs? need a patch maybe?
nssortis Posted May 26 Posted May 26 I use FG and have EAP installed. I have checked everything I can think of but during animations vagina textures are replaced with blank skin color with words wrapping around it. Do you have an idea of where to start looking for a solution?
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