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Posted
4 hours ago, Holylokki said:

Better Console displays this information in the lower right corner.
I don't know if it's displayed in the regular console.

So, the issue is a little more complex than I first suspected, it's not animation specific, nor related to the furniture, or mod that calls it.  Initially it triggered for Morning Sex Alternative, but it does the same for Sexual Harassment, and it would do the same for manual starts thought AFF. More on that last aspect later.

 

What happens is that all beds disappear from the list of objects you can select. Morning Sex Alternative will still trigger over the bed (it must specify the ID), but will do so at ground level. This happened in places with a whole slew of selectable beds including the vanilla vault bed (05004981),  sleeping bag, and prewar bed (15001db2). 

 

Here are some screenshots to show you the behaviour:

  • First screen shot will show what's happening, instead of the animation being on the bed, it's on the ground level of the bed.
  • Second screen shot shows that the beds do not appear, nor do the stools, and several other locations. 
  • Third screen shot shows the beds can be selected once I remove your patch.

This was repeated in three locations two of which were vanilla such as Home Plate. Sexual Harassment never selected for sex until I removed the patch.

 

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Posted
43 minutes ago, msmfoster said:

First screen shot will show what's happening, instead of the animation being on the bed, it's on the ground level of the bed.

Position "FF_Atomic - Cowgirl" 3 is not designed to run on a bed.
Technically, it can be placed on a bed, but I didn't do that. And in "Atomic Lust" only one position, which runs on "Pre-War-Bed."
Either you have an XML patch installed that conflicts with EAP, or you have a mod installed that interferes with AAF.

Posted
2 minutes ago, Holylokki said:

Position "FF_Atomic - Cowgirl" 3 is not designed to run on a bed.
Technically, it can be placed on a bed, but I didn't do that. And in "Atomic Lust" only one position, which runs on "Pre-War-Bed."
Either you have an XML patch installed that conflicts with EAP, or you have a mod installed that interferes with AAF.

I have plenty of other examples, and as I said it cleared right up when I removed EAP. Only change that was made before and after was your patch.

 

Another failure was RZ - Cowgirl Ground Tender and Leito Cowgirl 03 S2. 

 

The choice of animation makes sense, considering the beds do not show up when triggered direct from AAF. Which again was fixed once EAP was done. 

 

Other than UAP, I never installed other fixes. I even removed the Leito patch needed for Hardship and re-applied UAP fully. EAP was also set to load after any other conflict. 

 

Could be me, but I'm just reporting what I observed. 

Posted
9 hours ago, msmfoster said:

The choice of animation makes sense, considering the beds do not show up when triggered direct from AAF.

There's no point in specifying a bed as the placement location for an animation that's set to be on the floor. Because any "furniture" is just a pointer to the origin relative to which the animation should be positioned. And that origin is always on the floor.

9 hours ago, msmfoster said:

Other than UAP, I never installed other fixes. I even removed the Leito patch needed for Hardship and re-applied UAP fully. EAP was also set to load after any other conflict. 

I don't see any conflicts with any of the mods you listed. "Staged Leito Plus" doesn't interfere with EAP. But it's not needed with EAP. "Hardships" have their own isolated XML files.

Spoiler

image.jpeg.1dbb57e84e29a4fad8cab5301163dd79.jpeg

An XML conflict is always a conflict between the file contents, not the files themselves. And it's not always resolved by changing the file rewriting order. I have no idea what mods you have installed or which of them might conflict with EAP.

Posted (edited)
3 hours ago, Holylokki said:

There's no point in specifying a bed as the placement location for an animation that's set to be on the floor. Because any "furniture" is just a pointer to the origin relative to which the animation should be positioned. And that origin is always on the floor.

I don't see any conflicts with any of the mods you listed. "Staged Leito Plus" doesn't interfere with EAP. But it's not needed with EAP. "Hardships" have their own isolated XML files.

  Reveal hidden contents

image.jpeg.1dbb57e84e29a4fad8cab5301163dd79.jpeg

An XML conflict is always a conflict between the file contents, not the files themselves. And it's not always resolved by changing the file rewriting order. I have no idea what mods you have installed or which of them might conflict with EAP.

I'm just reporting an observed behaviour. With EAP installed beds are removed from the list of items you can select to trigger an animation. That leads to ground level animations being picked if a mod triggers it based on a piece of furniture.

 

As for mods, I don't think I'm running anything particularly exotic. Most of it is from the Fucking Manual. 

 

If you want me to provide more information, let me know. Otherwise file it and see if someone else has the same issue. 

 

Thank you for chiming in. 

Edited by msmfoster
Posted
1 hour ago, msmfoster said:

With EAP installed beds are removed from the list of items you can select to trigger an animation.

Everything works fine for me, both on the working build and on the test build, which has over 400 mods.
So it's your modlist that's the problem. If you find a mod that conflicts with EAP, I'll figure out how to fix it. But I can't search for it among all the existing mods for you. It's technically impossible.
Most likely, the conflict is caused by settings in furnitureData.xml. Many mods change furnitureData settings. These can be not only AAF mods, but also workshop mods.

Posted
40 minutes ago, Holylokki said:

Everything works fine for me, both on the working build and on the test build, which has over 400 mods.
So it's your modlist that's the problem. If you find a mod that conflicts with EAP, I'll figure out how to fix it. But I can't search for it among all the existing mods for you. It's technically impossible.
Most likely, the conflict is caused by settings in furnitureData.xml. Many mods change furnitureData settings. These can be not only AAF mods, but also workshop mods.

Would it help if I provide a copy of that file pre and post installation of EAP? At the very least it may allow you to see what causes EAP to break.

Posted (edited)
38 minutes ago, msmfoster said:

Would it help if I provide a copy of that file pre and post installation of EAP?

Definitely not. FurnitureData consists of several dozen different files. And the problem isn't with the files EAP replaces, but with the ones it doesn't.

 

UPD: You can try to install with EAP this: https://www.nexusmods.com/fallout4/mods/74462

Edited by Holylokki
Posted (edited)
1 hour ago, Holylokki said:

Definitely not. FurnitureData consists of several dozen different files. And the problem isn't with the files EAP replaces, but with the ones it doesn't.

 

UPD: You can try to install with EAP this: https://www.nexusmods.com/fallout4/mods/74462

That seems to have fixed the problem. Screenshots show the selections before and after just to see the change. Vortex flagged your mod as the only conflict which I overrode with this variant. I'll keep playing normally and see if anything crops up. 

.

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Edited by msmfoster
Posted (edited)

im getting the error [2025-09-29 00:13:46.568 E] Folder '160 Vadermania 1.1' not found.  do i need to rename the folder? i have this animation pack installed

 

this is when trying to install the requirement of QUAAF Balanced v1.7e03

Edited by kannz
Posted (edited)
 

this is when trying to install the requirement of QUAAF Balanced v1.7e03

This is a QUAAF installer error. In the QUAAF archive, the Vadermania sound folder is numbered 140, not 160. You can rename the Vadermania folder in the archive by replacing 140 with 160. Alternatively, don't select the Vadermania sounds when installing QUAAF.

Edited by Holylokki
Posted

I've got a problem here.
Everything works untill I install EAP, after that I stop having animation's audio and some of them are missing.

I've got all the hard requirements for Ulfberto's patch and EAP, but when I install the latter the AAF folder fills with a lot of empty xmls and many things stop wotrking. I'm also always making the patch a conflict winner in Vortex...

May you help me?

Posted
 

I've got all the hard requirements for Ulfberto's patch and EAP, but when I install the latter the AAF folder fills with a lot of empty xmls and many things stop wotrking.

image.png.885d9c238a2be5983d9b7fc9451676f0.png

 

 

Everything works untill I install EAP, after that I stop having animation's audio

Animation title without sound?

 

 

and some of them are missing.

Individual stages of staged animations are hidden on purpose.

Posted

Thank you in advance Holylokki, for your work and answer!

The situation might not be so tragic. I was using MCG for calling the anims so the most of them wasn't working...

Although there is something about the AAF .xml folder that doesn't convince me, I think they should be more and that something hasn't been deployed/patched correctly.

 

I've installed:

AAF

Vanilla Themes 

Addons animation 9.8 for zaz particles

T devices.

Custom Moans

Screen Archer and all the dependencies

Creature pose framework.

Lewd Sounds

Lewd Expressions
Toys and tentacles

Cum moisterizer.

 

And then I 've got every animation pack, except for grey user cretures, crazy and devios device.

 

With these mods installed I run UAP and then EAP. But I'm not sure I'm doing everything correctlty. May you check the xmls in the resulting AAF folder and tell me if it's everything?
 

AAF.7z

Posted
12 hours ago, Supersayaman said:

Although there is something about the AAF .xml folder that doesn't convince me, I think they should be more and that something hasn't been deployed/patched correctly.

A list of almost all existing animations is available in the EAP description.

 

12 hours ago, Supersayaman said:

May you check the xmls in the resulting AAF folder and tell me if it's everything?

I don't see any mistakes.

Posted (edited)

Thank you very much for your help Holly! Some other stuff ask tho.

Can I remove the old .esp of  animation fixes (zaz particles) in favor of your patch's one?

 

Is there some other Immersive Sex 'em up mod like Magno Cum Gaudio?

 

RZ animations seems lacking moans and expressions.
 

Cheers!

Edited by Supersayaman
Posted

should this be loaded before or after Zex - ZaZ extended Skeleton.   I have always had the skeleton loaded after everything animation related to make sure its not overwritten by anything.   In this case its overwriting 2 files from this patch and wanted to make sure that is ok.

 

image.png.c0e61c791da3b698180c295ec8e36fb1.png

Posted

@Holylokki

 

I have a question, in the last week several mods which your mod touches on have updated.

 

How do we apply those updates?

 

In particular, the CRX workshop crosses, and SavageCabbage animations rescaling mods.

 

There are others, but my memory isn't the best as to which ones.

Posted (edited)

Thank you very much for the update and the mod in general, which I only discovered yesterday.
Version 1.06b had a long list of redundant mods. Some of them were listed as hard requirements, so I didn't remove any of them. Now, in version 1.07, the list is clear. Can I remove these three, or are any of them still needed?

 

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Edited by deathmorph
Posted (edited)
On 10/1/2025 at 11:41 PM, Mimirue17 said:

should this be loaded before or after Zex - ZaZ extended Skeleton.

It doesn't matter. These are identical SAM support files. Since installing these files with ZeX is optional, EAP duplicates them to prevent user error.

On 10/7/2025 at 11:23 AM, deathmorph said:

Can I remove these three, or are any of them still needed?

All of these mods don't have their own ESPs, and FOMOD can't check if they're installed. Since both XML patches are significantly outdated and incompatible with EAP, EAP forcibly overwrites them with dummy ones regardless of whether they're installed.
And since I can't verify the presence of Crazy 1.3 animations and don't want to rely on users easily confusing "Crazy 1.3," "Crazy Gun," and "Crazy Rug," installing "Crazy 1.3" is currently part of the "Crazy Gun" patch.

So yes, these mods can be removed.

Edited by Holylokki
Posted
On 10/5/2025 at 11:38 PM, judge007 said:

I have a question, in the last week several mods which your mod touches on have updated.

Only RohZima and Dartroman animations are regularly updated. EAP takes RohZima updates into account. This doesn't cause any problems.
For now, you need to wait for an EAP update for Dartroman animations. But I'll likely change that.
You've already received a response regarding SCRS. I also hope that Lee and I have found and fixed all possible SCRS issues and that it won't need an update anytime soon. It currently works as intended.
CRX is not directly related to either AAF or EAP and is in no way connected to EAP.

Posted

Is there a way to disable the crazy animations from installing? The scenes get called in violate but the actors just stand there and never start the animations.  It's the only one that this happens with.

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