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Posted
58 minutes ago, Dojo_dude said:

pardon, I should have put S.W.A.N. 😆

Yah, it's alright.

Numerous members commented on my brainfart . . . lol!

The answer to your question about him is that the game treats him the same as Virgil, his armor is actually his body.

Someone, I think it was @kziitd wrote a mod to give Virgil a real nude body, maybe that same technique will work there.

Posted
On 7/29/2026 at 12:43 AM, judge007 said:

Yah, it's alright.

Numerous members commented on my brainfart . . . lol!

The answer to your question about him is that the game treats him the same as Virgil, his armor is actually his body.

Someone, I think it was @kziitd wrote a mod to give Virgil a real nude body, maybe that same technique will work there.

Added a penis to the unique Behemoth Swan for its happinss too.

Posted
1 hour ago, kziitd said:

Added a penis to the unique Behemoth Swan for its happinss too.

 

 

Awe inspiring, and you are fast!!

 

Thank you!           @Dojo_dude heads-up

Posted

@Holylokki

 

I was hoping someone else would have notified you of this, but unfortunately no-one has . . .

 

Your FOMOD for EAP 1.11 does not work.

The only page of selections that makes any change to what is installed is the final page, where you can select AAF undressing options, skeleton and MO2 versioning info.

I have run the installer several times, and it installs EVERYTHING regardless of what you select/deselect in the various other pages.

Might as well not have a FOMOD installer in that case.

 

I only noticed this when I was trying to deselect CHAK options.

 

Hopefully the next release will function properly.

Posted
2 hours ago, judge007 said:

Your FOMOD for EAP 1.11 does not work.

The FOMOD installer works exactly as intended:
1. Automatically removes all outdated, incompatible, unwanted, or invalid XML files.
2. Generates a new list of available animations based on the user's preferences.

Posted

Try changing a few things, Nothing except the last page items work.

 

I f you "intended" for everything to be installed everytime then it works.

Otherwise wake up and actually try to not install CHAK, Leito, SavageCabbage . . . IT DOES NOT WORK

Posted
4 minutes ago, judge007 said:

Try changing a few things, Nothing except the last page items work.

 

I f you "intended" for everything to be installed everytime then it works.

Otherwise wake up and actually try to not install CHAK, Leito, SavageCabbage . . . IT DOES NOT WORK

 

Set CHAK to inactive/disabled (whatever the MO status is for non-active) when you run the EAP FOMOD then it will fall within the inactive part and not be ticked

 

<files>

<folder source="[EAP 111] CHAK Animation Pack" destination="" priority="0"/>

</files>

<typeDescriptor>

<dependencyType>

<defaultType name="Optional"/>

<patterns>

<pattern>

<dependencies operator="Or">

<fileDependency file="AVilas_CHAKPack.esp" state="Inactive"/>

<fileDependency file="AVilas_CHAKPack.esp" state="Missing"/>

</dependencies>

<type name="NotUsable"/>

</pattern>

<pattern>

<dependencies operator="Or">

<fileDependency file="AVilas_CHAKPack.esp" state="Active"/>

</dependencies>

<type name="Required"/>

</pattern>

 

the FOMOD works as its been setup to work, if the relevant .esp is present and active its set to required so can't be unticked

Posted (edited)
23 minutes ago, judge007 said:

Try changing a few things, Nothing except the last page items work.

 

I f you "intended" for everything to be installed everytime then it works.

Otherwise wake up and actually try to not install CHAK, Leito, SavageCabbage . . . IT DOES NOT WORK

Don't mislead people by misunderstanding the installer's logic.

 

pinky6225 is right: if you don't want to make EAP changes to any of the animation packages, disable their esp before installing EAP. Or install it after EAP.
However, in this case, I can't guarantee that XML will work correctly.

Edited by Holylokki
Posted
1 hour ago, Holylokki said:

Don't mislead people by misunderstanding the installer's logic.

 

pinky6225 is right: if you don't want to make EAP changes to any of the animation packages, disable their esp before installing EAP. Or install it after EAP.
However, in this case, I can't guarantee that XML will work correctly.

Very disreputable of you

Posted
30 minutes ago, judge007 said:

Very disreputable of you

I don't understand what you mean.

FOMOD EAP does not provide a choice of which animation packages will be modified. It modifies all animation packages found.
This is a necessary condition for working of such a large-scale patch.
I rewrote the XML several times, spending half a year on it, before arriving at its current form. So this is not a whim or a momentary decision. It's the result of a long search for the optimal solution. And I'm completely satisfied with it.

Posted (edited)
3 hours ago, judge007 said:

Very disreputable of you

 

Bit harsh, as i said when i previously explained the FOMOD to you in the Nuka Ride thread Holylokki most likely made this design decision to make the FOMOD as newbie friendly as possible

 

As you are not a newbie user why can you not use one of the 4 work arounds you've now been offered?

 

i.e.

1. Install EAP first before animations you don't want to overwrite

2. Have your mod manager overwrite EAP for animations you don't want to overwrite

3. Disable animations .esp at the time of running the FOMOD for animations you don't want to overwrite

4. Amend the FOMOD to change required to optional and re-zip the mod

Edited by pinky6225
Posted
1 hour ago, pinky6225 said:

 

Bit harsh, as i said when i previously explained the FOMOD to you in the Nuka Ride thread Holylokki most likely made this design decision to make the FOMOD as newbie friendly as possible

 

As you are not a newbie user why can you not use one of the 4 work arounds you've now been offered?

 

i.e.

1. Install EAP first before animations you don't want to overwrite

2. Have your mod manager overwrite EAP for animations you don't want to overwrite

3. Disable animations .esp at the time of running the FOMOD for animations you don't want to overwrite

4. Amend the FOMOD to change required to optional and re-zip the mod

Because a fomod does not work that way

If you deselect something in the fomods installation routine, it should not install. Period.

What he is doing is damn close to fraudulent. 

 

While I have the ability to cull through what he installed and remove what I don't want installed, many newbie users will not.

While he is knowledgeable, and his heart is in the right place, that route is rotten, and I will never recommend this mod to anyone.

 

If you wish to ride on his band-wagon, that's fine.

Posted
1 hour ago, judge007 said:

Because a fomod does not work that way

If you deselect something in the fomods installation routine, it should not install. Period.

What he is doing is damn close to fraudulent. 

 

While I have the ability to cull through what he installed and remove what I don't want installed, many newbie users will not.

While he is knowledgeable, and his heart is in the right place, that route is rotten, and I will never recommend this mod to anyone.

 

If you wish to ride on his band-wagon, that's fine.

 

I think users will be more sympathetic to HolyLokki's approach as they are actually contributing something highly valuable to the community. I don't even understand the basis of your criticism - everything works well for me - but regardless, if you disagree with the approach they have taken, you could offer a contribution of your own instead of rude criticism.

 

Maybe your intention is to offer constructive advice but it comes across as disrespectful of the time and efforts they have put in, while asking nothing in return.

 

My suggestion - just move along, and don't use it if you don't like it.

Posted
3 hours ago, judge007 said:

Because a fomod does not work that way

If you deselect something in the fomods installation routine, it should not install. Period.

What he is doing is damn close to fraudulent. 

 

While I have the ability to cull through what he installed and remove what I don't want installed, many newbie users will not.

While he is knowledgeable, and his heart is in the right place, that route is rotten, and I will never recommend this mod to anyone.

 

If you wish to ride on his band-wagon, that's fine.

Sometimes (very often) it is better to deprive the user of a choice than to deal with a billion problems caused by them.

Posted

That's all correct.
FOMOD EAP is intentionally aimed at inexperienced users. It's designed to be plug-and-play. It should be as easy to install as possible. It should also solve existing technical problems with the AAF system, not create new ones.
I was an inexperienced user myself just a couple of years ago. And I'm frustrated by the sheer number of options I don't understand. Most casual users don't want to spend time figuring out how the AAF system works. They want to come home from work and relax for a few hours, not spend days installing and configuring the system. Therefore, FOMOD makes most decisions on its own.

 

Experienced users can use one of the methods listed above.
Experienced users can refer to the EAP installation instructions and use EAP as an instance of MO2. This will give them expanded access to customizing all ~250 individual mods that make up EAP.
Of course, I can't guarantee that everything will work as intended in this case. EAP contains a large number of interconnected changes. And, of course, I'm not willing to spend time supporting intentionally broken custom EAP builds.

 

Potential compatibility issues don't concern me. Because they're not problems, but rather tasks that need to be addressed. That is, of course, if I'm aware of them.

Posted

I find EAP solves a lot of the issues I had with UAP after a while. 

 

I assumed "MF" referred to male "top" and female "bottom" but soon learned that was not the case and re-installed EAP with the options changed and it seems to have worked (it's a bit too early to tell for sure). 

 

I don't get why Judge is being so rude and belligerent here? 

Posted
9 minutes ago, MajorWard said:

I assumed "MF" referred to male "top" and female "bottom" but soon learned that was not the case and re-installed EAP with the options changed and it seems to have worked (it's a bit too early to tell for sure). 

By default, in AAF, the first actor in the list is always the one being fucked. This is the basis of the entire tagging system and most gameplay mods.
So, the MF is a passive gay male and an active female with a strap-on.
FOMOD's default settings allow heterosexual and lesbian animations. Everything else depends on the user's preferences.

Posted
1 hour ago, Holylokki said:

By default, in AAF, the first actor in the list is always the one being fucked. This is the basis of the entire tagging system and most gameplay mods.
So, the MF is a passive gay male and an active female with a strap-on.
FOMOD's default settings allow heterosexual and lesbian animations. Everything else depends on the user's preferences.


Right, I was guilty of assumption.  I think now I have fixed it by re-installing EAP.  

Posted
11 hours ago, judge007 said:

and I will never recommend this mod to anyone.

 

And what would you recommend to a beginner? Are there any analogues?

Posted

Thank you for your hard work Holylokki, it's very valuable for me.

 

Could you help me with an advice? In almost all FF animations the strapon is not properly aligned. Instead I have absolute no problem with MF. Whay could I do to fix this?

 

 

20260807154834_1.jpg

20260805191316_1.jpg

Posted
24 minutes ago, Cealapa said:

In almost all FF animations the strapon is not properly aligned.

I think you have the wrong version of StrapOn.
Should be used the version that adds support for ZeX skeleton bones, not the one TFM still mistakenly recommends. It doesn't work correctly with animations made for ZeX, including SC animations.
https://www.loverslab.com/files/file/28163-vioxsis-strap-ons-zex-bones-fixed-engine-xml-patch-012624/

Posted (edited)
11 hours ago, Holylokki said:

I think you have the wrong version of StrapOn.
Should be used the version that adds support for ZeX skeleton bones, not the one TFM still mistakenly recommends. It doesn't work correctly with animations made for ZeX, including SC animations.
https://www.loverslab.com/files/file/28163-vioxsis-strap-ons-zex-bones-fixed-engine-xml-patch-012624/

 

I fix it. The culprit was Discrete Female Skeleton. DFS was in my load order since only vanilla play-through era. It seems it doesn't make a good house along with Zaz Extended Skeleton and adult animations (newbie's mistake). Uninstalled forever and now everything works like a charm.

 

20260808041723_1.jpg

Edited by Cealapa

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