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Posted
8 minutes ago, JemappelleRedacted said:

some installers gave the mods such incredibly descriptive names as "ENGINE XML Patch" and "[AAF"

Therefore, need to rename mods during installation.

ENGINE XML Patch from Vioxsis Strap-Ons (ZeX Bones fixed) and EAP completely rewrite it.

Posted
1 hour ago, Holylokki said:

Only those that I felt needed to be replaced to fix compatibility issues or extension of functionality.

It is outdated and is being overwritten by EAP.

okay that means i need it though right? to be overwritten? 

Posted

I'm Guessing this patch is a W.I.P? Because the Throne Chair is missing stages for the Cowgirl on it and MotorCycle furniture isn't showing up in the AAF menu.

 

Posted
12 minutes ago, FrostyCake said:

I'm Guessing this patch is a W.I.P?

Ofc. I'll fix this in the next update. For some reason, some animations from SC 1.3 may have been missed.

Posted (edited)

I might not 100% understand it, but this should optimize the alignments of the animations right? I sometimes seem to have strange occurrences where the female actor suddenly has gets dick. :sweat_smile: 

 

But maybe it's because I'm still running 1.10.163. But probably shouldn't? Any help is appreciated. 

Edited by MSEdgeView
Posted
14 hours ago, Cheburashka100500 said:

Your AAF patch started working when I disabled this patch.

image.png.ef67c05f23732ae76254d66537f80dcb.png

ATF:

image.png.abf5bb8f3ed15cb5481c4ad8e1d7c912.png

1 hour ago, MSEdgeView said:

I sometimes seem to have strange occurrences where the female actor suddenly has gets dick.

EAP doesn't contain futa resources.
EAP doesn't apply a strap-on to a passive actor. In manual AAF mode, when switching animations from MF to FM, the strap-on may not be removed. I don't consider this a bug, as manual mode is for testing, not for playing.

Posted
9 hours ago, Holylokki said:

image.png.ef67c05f23732ae76254d66537f80dcb.png

ATF:

image.png.abf5bb8f3ed15cb5481c4ad8e1d7c912.png

EAP doesn't contain futa resources.
EAP doesn't apply a strap-on to a passive actor. In manual AAF mode, when switching animations from MF to FM, the strap-on may not be removed. I don't consider this a bug, as manual mode is for testing, not for playing.

It's weird, I didn't even know the AAF had banned it. After all, the patch worked fine for a couple of years until I installed your patch. Although I had a beta version of AAF. Thanks anyway!

Posted
On 10/21/2025 at 6:19 PM, Holylokki said:

EAP doesn't contain futa resources.
EAP doesn't apply a strap-on to a passive actor. In manual AAF mode, when switching animations from MF to FM, the strap-on may not be removed. I don't consider this a bug, as manual mode is for testing, not for playing.

 

Ahh okay I see. So if I switch animations manually in AAF it could lead to that, am I understanding that correctly? Because in manual mode it also sometimes switches the passive PC to active in a threesome.

Posted
10 hours ago, MSEdgeView said:

Because in manual mode it also sometimes switches the passive PC to active in a threesome.

If you installed MF-animations settings files, then of course they will be in the same list with FM animations and when switching to them, the actors will switching too.

Posted
Spoiler

 

 

So, I found out this little known fact about EAP.

When you install it, and run the game, it copies some XMLs to the game directory.

 

I use MO2 and do not use Root Builder, and so I am curious as to how these files are getting there.

If I delete them, they come back when I run the game again.

 

Not harmful at all, mind you.

I have to admit, I'm impressed with your coding skills to achieve that.

 

I attached a picture to show you the files, one is higher in the list, BadEnd_something -or-other.XML

 

How do I get the attached picture into the spoiler box???

 

Thanks!

 

 

EAP-Screenshot.jpg

Posted
51 minutes ago, judge007 said:
  Reveal hidden contents

 

 

So, I found out this little known fact about EAP.

When you install it, and run the game, it copies some XMLs to the game directory.

 

I use MO2 and do not use Root Builder, and so I am curious as to how these files are getting there.

If I delete them, they come back when I run the game again.

 

Not harmful at all, mind you.

I have to admit, I'm impressed with your coding skills to achieve that.

 

I attached a picture to show you the files, one is higher in the list, BadEnd_something -or-other.XML

 

How do I get the attached picture into the spoiler box???

 

Thanks!

 

 

EAP-Screenshot.jpg

hmm mine has not done that - will run a test on it tomorrow and check after the session.   Put the quotes up first [ spoiler] leave a few lines then [ /spoiler ] (no spaces) and then copy paste picture between them.

Posted
11 minutes ago, Mimirue17 said:

hmm mine has not done that - will run a test on it tomorrow and check after the session.   Put the quotes up first [ spoiler] leave a few lines then [ /spoiler ] (no spaces) and then copy paste picture between them.

Ahh!

 

I was used the spoiler icon up top, will use the text tags next time.

Posted
2 hours ago, judge007 said:

So, I found out this little known fact about EAP.

When you install it, and run the game, it copies some XMLs to the game directory.

 

I use MO2 and do not use Root Builder, and so I am curious as to how these files are getting there.

If I delete them, they come back when I run the game again.

I don't know how you did it. And why only these individual files, and not all the XML files from the corresponding folders in the installation archive?
FOMOD installs all files to gamefolder\Data\ by default. When using MO2, it's instanceName\mods\modfolder\. And I don't think this can be changed. Therefore, when using MO2, F4SE has to be installed manually.
So, I think you should look for the problem in your OS.

Posted
32 minutes ago, Holylokki said:

I don't know how you did it. And why only these individual files, and not all the XML files from the corresponding folders in the installation archive?
FOMOD installs all files to gamefolder\Data\ by default. When using MO2, it's instanceName\mods\modfolder\. And I don't think this can be changed. Therefore, when using MO2, F4SE has to be installed manually.
So, I think you should look for the problem in your OS.

I have looked.

When I don't have EAP in lineup, no XMLs appear in FO4 root.

When I do have EAP in the lineup the results are as shown in the picture.

In the past three weeks I have been on 1.10.163, 1.10.984, and back to 1.10.163. Because of SUP_F4SE being replaced by Papyrus Common Library,

I made the attempt to run NextGen, only to find about a third of the mods I run would not work with NextGen.

In all three instances, those XMLs would mysteriously appear in FO4 root.

 

I did mention that they are basically harmless there, so I'm not going to dwell on it.

If it helps, the previous version of EAP did not do this.

 

I only mentioned this in your thread, because to my point of view, I thought you would want to know.

 

I like the way your mod tidy's up all the various patches and animation files and will continue to use it.

 

Thanks for all your hard work.

Posted
2 hours ago, judge007 said:

In all three instances, those XMLs would mysteriously appear in FO4 root.

1. Check for the presence of these files in the EAP\AAF folder.
2. EAP should not copy any files to the FO4 folder. This is not required for its operation. And this function is not available when using FOMOD in MO2.

Posted
1 hour ago, Holylokki said:

1. Check for the presence of these files in the EAP\AAF folder.
2. EAP should not copy any files to the FO4 folder. This is not required for its operation. And this function is not available when using FOMOD in MO2.

 

Those files correspond to the file size of EAP's files.

They don't show up in FO4 root on installation, rather after running the game.

 

In case it is a corrupt MO2 installation (virtual file system), I have reinstalled MO2.

 

Same results. I don't add any plugins to MO2 that didn't come with the installation file. So, no Root Builder or the like.

 

Once again it's only those files and they aren't causing any problems of their appearance outside of MO2.

So, I'm going to stop troubleshooting this and actually play the game.

 

Thanks

Posted

wish the TFM showed how to install this.  i had 3 new installations in a row not show any check marks in the installer. every other mod i install works and installs normally. image.png.f027184051d54c0dae8eeaaa3f27678a.png

Posted
2 hours ago, kannz said:

wish the TFM showed how to install this.  i had 3 new installations in a row not show any check marks in the installer. every other mod i install works and installs normally. image.png.f027184051d54c0dae8eeaaa3f27678a.png

Make sure all the requirements are installed and active before installing this, you should have all the aaf mods, animations, patches then this mod.

Posted

Hi. I noticed your patch overlaps AAF Violate, which stopped working properly. The player does not give up, but simply dies. I've tried it on different enemies. As a result, I moved AAF Violate below your patch and everything worked.

Posted
56 minutes ago, Cheburashka100500 said:

Hi. I noticed your patch overlaps AAF Violate, which stopped working properly. The player does not give up, but simply dies. I've tried it on different enemies. As a result, I moved AAF Violate below your patch and everything worked.

While it might be true you're having issues with Violate, it can't be blamed on this mod.

 

I run Violate and have it loading before EAP, no issues.

The problem probably exists with your mod lineup and load order.

Since no one here is psychic, it might be helpful to give a little bit more detail.

 

As in:

Your version of FO4

Your version of F4SE

Your version of AAF

What AAF animations you have installed

What AAF mods you have installed

Your Mod manager

Your load order

and anything else you could use to help others help you.

Posted
17 minutes ago, Frirdonths said:

 

In your crash log, I noticed you use Atomic Muscle as your maled body.

That one needs  a lot of patches for it.

While you have a lot of patches, I didn't see one for LooksMenu.

Lots of references were made to facegen in the log, so my best guess is to confirm Atomic Muscle has all the relevant patches.

 

Hope this helps

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