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Posted (edited)
4 hours ago, nssortis said:

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?

Something is obviously overwriting the FG textures or mesh with the wrong version. Or makes changes to the human race body settings in esp-file. This has nothing to do with EAP, as EAP doesn't edit bodies.

15 hours ago, JHancock45 said:

When sexual Harassment calls on a FMM or FMMM animation AFF says there are none

This question should be directed to the author of SH.
He has a very strange list of banned tags. Apparently, under certain conditions, almost all animations are blocked, since PenisTo.../StrapOnTo... are always used, all gangbang animations will have at least one of these. Animations are also divided into Neutral and Aggressive. This also greatly narrows the selection of available gangbang animations. All animations are tagged "Neutral" (and possibly "Love") or "Rough" or/and "Aggressive.":

Spoiler

image.png.9ab7223bb0adf67c5d1cb8e927cbe6b8.png

 

Edited by Holylokki
Posted
2 hours ago, Holylokki said:

Something is obviously overwriting the FG textures or mesh with the wrong version. Or makes changes to the human race body settings in esp-file. This has nothing to do with EAP, as EAP doesn't edit bodies.

This question should be directed to the author of SH.
He has a very strange list of banned tags. Apparently, under certain conditions, almost all animations are blocked, since PenisTo.../StrapOnTo... are always used, all gangbang animations will have at least one of these. Animations are also divided into Neutral and Aggressive. This also greatly narrows the selection of available gangbang animations. All animations are tagged "Neutral" (and possibly "Love") or "Rough" or/and "Aggressive.":

  Reveal hidden contents

image.png.9ab7223bb0adf67c5d1cb8e927cbe6b8.png

 

OK thank you for your reply 

Posted
On 5/26/2026 at 9:25 AM, nssortis said:

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?

Multiple body issue.

Sometimes caused using mods like Unique Player, HiPoly Faces Redux, and many clothing/armor mods.

Some armor/clothing swaps your body for the morphed reference body, typically shoe/boots.

HiPoly Faces Redux applies skin overlays in LooksMenu, and can get confused, applying it to wrong body.

Bodyslide and Outfit Studio cannot write it's output to an archive file, so when you change a preset for your body, it'll get written to Overwrite.

Leaving the original mesh in the mod archive and loose files having priority over archived files.

 

Armor/Clothing mods sometimes overwrite the body meshes (Lazman's mods in particular)

Have many armor mods and you're playing musical bodies . . .

Posted

This mod is amazing! However, the lip-sync system used during moans causes the facial expressions I apply through SAM to be reset. I would like to keep the moans, but the lip-sync seems to override custom facial expressions and returns the face to a neutral expression.

I read that if static facial expressions are desired, the lip files can be removed. Could you tell me where those lip-sync files are located, or which files need to be removed or disabled?

Thank you for your work on this mod!

Posted
1 hour ago, Gauss101 said:

Could you tell me where those lip-sync files are located, or which files need to be removed or disabled?

Use Windows search for *.lip in the EAP folder and delete all files found.

Posted

Your handling of the animation and the transitions between movements is fantastic. Have you got any plans for updates recently? It still feels like there are quite a few animations that could use some optimization—they're a bit stiff here and there.

  • 2 weeks later...
Posted

This is a really good set of patches! Took me a little while to get it right, mostly due to personal incompetence :)

 

I downloaded SAMFormer from the nexus link, but forgot to activate it before installing this patch. That means that the installer didn't install the 2.6 update. I duly spotted that and activated the Nexus version (2.1 when I grabbed it); the 2.6 version in EAP is necessary though.

 

Can the installer just automatically install the 2.6 version? It could still have a pre-checked tickbox so that it can be skipped.

 

Some of the xmls (like EAP_FO4_Animations_by_Leito_FM-positionData_Bed) still contain "SF:" tags, but they reference the first stage adjustments as ...S1... instead of ...Staged...). I addd copies of the adjustments rather than tinkering with that.

 

Last comment; I found SAMFormer a bit flaky. For me it would sometimes fail to operate. Might be my LO is overloading the game though, tweaking the script so that quest startup delays the AAF registration a bit seems to have fixed that.

 

Spoiler

Like this:

 

Event OnQuestInit()
    Debug.Trace("SAMFormerNG OnQuestInit: Initialization...")
    StartTimerGameTime(0.01, StartupDelayTimerId)
EndEvent

 

Event OnTimerGameTime(int timerId)
    If timerId == StartupDelayTimerId
        SAF_Initialization()
        Debug.Trace("SAMFormerNG TimerCallback: Initialization complete. Mod version NG_2.6")
    endif
EndEvent

 

 

Posted
20 hours ago, Sacronoth said:

Can the installer just automatically install the 2.6 version?

The first tab of FOMOD checks for all required mods, including SAMFormer, and warns against installing the patch if anything is missing. I think that's sufficient.
Even though SAMFormer from EAP has now completely replaced SAMFormer from Nexus, I won't be removing this check from FOMOD for copyright reasons.

20 hours ago, Sacronoth said:

Some of the xmls (like EAP_FO4_Animations_by_Leito_FM-positionData_Bed) still contain "SF:" tags, but they reference the first stage adjustments as ...S1... instead of ...Staged...). I addd copies of the adjustments rather than tinkering with that.

SAMFormer reads animation names. The problem is that AAF sends different names when starting a staged animation and returning to S1. Yes, duplicating files is the simplest, but ineffective, way around this. I'm still thinking about a better way. And I'm still waiting for Dagoba to finalize the updated XML, which will greatly simplify registering animations with furniture.

20 hours ago, Sacronoth said:

Last comment; I found SAMFormer a bit flaky. For me it would sometimes fail to operate.

This issue has been present since the original version.
I'm not sure if the problem is caused by SAMFormer loading prematurely. But I'll try adding a delay.

Posted
1 hour ago, Holylokki said:

The first tab of FOMOD checks for all required mods, including SAMFormer, and warns against installing the patch if anything is missing. I think that's sufficient.
Even though SAMFormer from EAP has now completely replaced SAMFormer from Nexus, I won't be removing this check from FOMOD for copyright reasons.

 

Agreed, it was totally my fault, was just wondering if it was feasible to make it more idiot proof.

 

1 hour ago, Holylokki said:

... Yes, duplicating files is the simplest, but ineffective, way around this. I'm still thinking about a better way. And I'm still waiting for Dagoba to finalize the updated XML, which will greatly simplify registering animations with furniture.

At least they are small files :). I went that way as its quite painless to do (powershell and bash can both do it with one-liners), and creates a decently conflict-free patch

 

1 hour ago, Holylokki said:

(samformer)

This issue has been present since the original version.
I'm not sure if the problem is caused by SAMFormer loading prematurely. But I'll try adding a delay.

The delay timer (from the spoiler in the previous post) looks good so far for me. I didn't really try to check if its too early as such, if things can get into a mess with a storm of mods trying to register concurrently, or even if the script engine itself is just wilting under the load.

Posted

Well, gave this a try and now my AAF 1.1.1 won't load. This is likely an XML issue, which will be hard to pinpoint with logging. EAP is overwriting everything else.

Posted (edited)
3 hours ago, Dojo_dude said:

Well, gave this a try and now my AAF 1.1.1 won't load.

1. Reinstall AAF in debug mode to find errors.
2. And:

image.png.9435e3bc5c0184b64327abcb4a013901.png

And the next update will require AAF v1.5.5+

Edited by Holylokki
Posted
12 hours ago, Holylokki said:

1. Reinstall AAF in debug mode to find errors.
2. And:

image.png.9435e3bc5c0184b64327abcb4a013901.png

And the next update will require AAF v1.5.5+

Thanks! I have read that AAF versions past 1.1.1 have problems with Game version 1.1.163?

Posted
2 hours ago, Dojo_dude said:

I have read that AAF versions past 1.1.1 have problems with Game version 1.1.163?

I don't know what problems you're talking about.

Posted
On 7/1/2026 at 7:49 PM, Holylokki said:

I don't know what problems you're talking about.

Works now, upgraded to "Advanced Animation Framework - 1.7.2.2"

Posted

2 questions about the update:  is samformer 2.7 required or included?  and furniture XML has been updated to 2.8 ok to use? or stick with 2.6?

Thank you for this mod its so good.

Posted (edited)
10 hours ago, JHancock45 said:

is samformer 2.7 required or included?

Included. The Nexus version of SAMFormer must be installed before EAP for copyright reasons. FOMOD checks for its presence before installing an updated version.

10 hours ago, JHancock45 said:

furniture XML has been updated to 2.8 ok to use? or stick with 2.6?

Any version will do.

Edited by Holylokki
Posted

 I use the Vortex manager and loaded everything before EAP. Now I get the message that SAMFormer and Four Play by Crazy are redundant. Is this the correct way can I disable them?

Posted
1 hour ago, Blechbeck said:

Now I get the message that SAMFormer and Four Play by Crazy are redundant.

The original SAMFormer is required to install subsequent updates, even though it is being completely replaced.
FOMOD cannot check for "Crazy FourPlay" animations. Therefore, their edited version is installed by EAP if Crazy6987 - Sex Animations Gun Version is installed. The original "Crazy FourPlay" can be removed.

Posted

Now I'm confused - I updated EAP to your latest creation and checked conflicts. Your patch overwrites ZEX skeleton (see photo). As we know from Fcking manual, nothing may not overwrite ZEX or BT/AM erection will be fcked up. It's not a secret, that I'm struggling with BT erection since I start to mod Fallout 4 and I would like to understand what I need to do if I want to solve this issue once for all! 

 

 

Posted (edited)
1 hour ago, deff. said:

Your patch overwrites ZEX skeleton

Read the patchnotes. And this is an optional fix. It can be disabled in the last tab of FOMOD.

1 hour ago, deff. said:

or BT/AM erection will be fcked up

The correct version of LooksMenu and BodySlise settings is responsible for erection function. Not ZeX.

Edited by Holylokki

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