deff. Posted July 9 Posted July 9 59 minutes ago, Holylokki said: The correct version of LooksMenu and BodySlise settings is responsible for erection function. Not ZeX.  Ok, then explain, please, like I'm 5 - how the f then it's possible, if I always using correct LM version and I'm 100% sure that Bodysllide settings/build is allright, BT errection is not working correctly? And it's from early beginning. Always AAF support says that scripts is messed up - am I only one with this problem or what?  I have installed, reinstalled, changed load order, plugin order, checked conflicts etc but nothing helps
Mimirue17 Posted July 9 Posted July 9 (edited) 2 hours ago, deff. said: 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!   I have always had the skeleton below everything in MO2 (left pane) and never had an issue with erections (some not aligned and miss the target hole, and bend along body but they are erect!)  Edit: here is the load order for patches that I use Furniture XML for AAF UAP Vioxix strap ons (bones fixed) NSFW Soundpack SAM enhanced Animations QUAAF EAP AAF SCRS Cr ZeX - ZaZ Exteneded Skeleton  if it helps at all - has worked for me across multiple game versions Edited July 9 by Mimirue17 2
deathmorph Posted July 9 Posted July 9 Â Did I understand correctly that UAP can be uninstalled, that your patch completely replaces UAP? 1
Mimirue17 Posted July 9 Posted July 9 (edited) 11 minutes ago, deathmorph said:  Did I understand correctly that UAP can be uninstalled, that your patch completely replaces UAP? for me UAP replaces 29 files from animations EAP and QUAFF replace 1433 files 145 files remain from original  again if that helps at all. Edited July 9 by Mimirue17 1
Holylokki Posted July 9 Author Posted July 9 22 minutes ago, deff. said: how the f then it's possible, if I always using correct LM version and I'm 100% sure that Bodysllide settings/build is allright LM 1.6.18 works well on OG, but not perfectly, at about 95%. Since LM is no longer updated for OG, this is the best possible option. I don't test anything on AE, as I don't want to constantly deal with issues with AE updates. Â 15 minutes ago, deathmorph said: Did I understand correctly that UAP can be uninstalled, that your patch completely replaces UAP? If you have Creature resources 1.1.6-1 for creature animations, or if you don't need creature animations, you can remove the UAP completely. 2
deff. Posted July 10 Posted July 10 9 hours ago, Mimirue17 said: I have always had the skeleton below everything in MO2 (left pane) and never had an issue with erections (some not aligned and miss the target hole, and bend along body but they are erect!) Â I tested to load skeleton in the bottom well several times, but nothing especially changed. All time using 1.6.18 LM. Sometimes it's working, sometimes not. Weird
Mimirue17 Posted July 10 Posted July 10 (edited) 1 hour ago, deff. said: Â I tested to load skeleton in the bottom well several times, but nothing especially changed. All time using 1.6.18 LM. Sometimes it's working, sometimes not. Weird hmm when I was downgraded to game version 163 I used LM version 1.6.20 not sure if that would change anything for you. edit: ya when looking deep into the comment section, 1.6.2 was the last one made for version 163. (page 12 of comments I think) and what I had marked in my MO2 section for OG mods Edited July 10 by Mimirue17
Mimirue17 Posted July 10 Posted July 10 so for fun I loaded up creature resources and activated that instead of UAP 29 files were overwritten (same as UAP - mainly FO4 animations by Leito creature .dds files) 10 were overwritten by EAP (couple of xml files, Deathclaw_nude, ErectionFix and 6 files around SM) 115 files remained (matierials, Meshes and Textures for Creatures) every file from this is included in the UAP or EAP
deff. Posted July 10 Posted July 10 (edited) 2 hours ago, Mimirue17 said: hmm when I was downgraded to game version 163 I used LM version 1.6.20 not sure if that would change anything for you. edit: ya when looking deep into the comment section, 1.6.2 was the last one made for version 163. (page 12 of comments I think) and what I had marked in my MO2 section for OG mods  I placed skeleton very low and made some changes in load order. Don't know how long, but at the moment looks fine. And this is very weird, because I tested this solution several times and nothing happened. Maybe because that I removed UAP and switched to creature resources and only EAP....Don't remember, but someone mentioned that with UAP there was erection problems... Now: Looksmenu 1.6.18 + Creature resources + latest EAP. Edited July 10 by deff. 1
Holylokki Posted July 10 Author Posted July 10 2 hours ago, deff. said: Now: Looksmenu 1.6.18 + Creature resources + latest EAP. If you have Buffout4 1.28.6 installed, you should also make sure the LooksMenu patch is disabled in its settings. Even with these fixes, LooksMenu 1.6.20 is a poor choice. Â
deff. Posted July 10 Posted July 10 59 minutes ago, Holylokki said: If you have Buffout4 1.28.6 installed, you should also make sure the LooksMenu patch is disabled in its settings. Even with these fixes, LooksMenu 1.6.20 is a poor choice. Â Yes, it's disabled Â
grbuz Posted July 11 Posted July 11 Is there a way to increase the volume of the moans? They are barely audible. Maybe they could get their own volume slider?
Holylokki Posted July 11 Author Posted July 11 5 hours ago, grbuz said: Is there a way to increase the volume of the moans? They are barely audible. Maybe they could get their own volume slider? The Moans system is implemented through the "Quest-Dialogue topic" and shares volume settings with all dialogue in the game. Of course, it would be nice to normalize the volume of all moans, using some dialogue sound file as a sample. But I don't know how to work with sound. 1
Nivea Posted July 11 Posted July 11 Anyway we can switch back to the old moans, since they where load enough?
Holylokki Posted July 12 Author Posted July 12 10 hours ago, Nivea said: Anyway we can switch back to the old moans, since they where load enough? https://drive.google.com/file/d/13_O-BCwWkCq1OC5dn_irei5POGgqJHin/view?usp=sharing
ItzJustAlvin Posted July 12 Posted July 12 yo I got this problem where specifically Leito animations have misaligned penis posistions. The penis is always just fully straight. An example is the powerbomb animation where the dick will just NOT go in, it's like 45 degrees off.
Holylokki Posted July 12 Author Posted July 12 3 hours ago, ItzJustAlvin said: yo I got this problem where specifically Leito animations have misaligned penis posistions. The penis is always just fully straight. An example is the powerbomb animation where the dick will just NOT go in, it's like 45 degrees off. reset SAMFormer: Â
ItzJustAlvin Posted July 12 Posted July 12 (edited) 4 hours ago, Holylokki said: reset SAMFormer: Â thanks, but it kinda didn't do anything. Leito animations still bugged after using the three commands listed Edited July 12 by ItzJustAlvin
Holylokki Posted July 12 Author Posted July 12 3 hours ago, ItzJustAlvin said: thanks, but it kinda didn't do anything. Leito animations still bugged after using the three commands listed This should work. Is this a modpack?
pussysuckerrr Posted July 13 Posted July 13 Finally you released this update, haha! It works incredibly well, and loading saves feels way smoother now. But I’m confused about one line from your changelog: "Leito's animations now use EAPMoans with adjustable playback rates."  Does this mean I can change the playback speed for Leito‑made animations? Where can I adjust this setting? Also, is playback‑speed control available for other animation packs as well?
Holylokki Posted July 13 Author Posted July 13 12 minutes ago, pussysuckerrr said: Does this mean I can change the playback speed for Leito‑made animations? Where can I adjust this setting? Also, is playback‑speed control available for other animation packs as well? This is configured in animationData.xml. The topicTryRate and topicChance parameters were added in AAF v1.5.5 at my request, allowing to override the default settings and customize the frequency and chance of playing sounds for each animation individually. Of course, this can be used with any animation. But for now, I've only added settings for Leito.
Samhsay Posted July 13 Posted July 13 (edited) Is it necessary to also use Staged Leito Plus Erection Fix for normal gameplay with the TSEX/HARDSHOP mods, or is it enough to overwrite everything with this mod? Edited July 13 by Samhsay
Holylokki Posted July 13 Author Posted July 13 (edited) 22 minutes ago, Samhsay said: Is it necessary to also use Staged Leito Plus Erection Fix for normal gameplay with the TSEX/HARDSHOP mods, or is it enough to overwrite everything with this mod? I believe the modified TSEX/HARDSHIP files I've published are sufficient. The Leito Staged Fix itself doesn't contain any settings for TSEX/HARDSHIP. And it is obvious that Leito Staged Fix does not contain settings for BP70, SC, RufGt, Kziitd animations, which are really needed for TSEX/HARDSHIP. It is not needed. Edited July 13 by Holylokki 1
NocturnalSlayer08 Posted July 14 Posted July 14 Hi, is there a way to assign a specific voiceset to a specific NPC? Also, how to assign the voiceset of my choice to my PC? I went through the front page, couldn't find any instructions. Thanks in advance.
Holylokki Posted July 14 Author Posted July 14 (edited) 2 hours ago, NocturnalSlayer08 said: Also, how to assign the voiceset of my choice to my PC? In EAP_Moans_topicData.xml, you can change the voiceTypeFormID value for isPlayerFemale/isPlayerMale. You can also replace the audio files themselves in the folder pointed to by voiceTypeFormID. 2 hours ago, NocturnalSlayer08 said: Hi, is there a way to assign a specific voiceset to a specific NPC? You need to create a unique condition for the NPC in EAP_ConditionData.xml and use it when assigning voices in EAP_Moans_topicData.xml. At least, that's how it's implemented in UAP/CM. I haven't tested whether this actually works. Edited July 14 by Holylokki 1
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