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Posted

Settings is same as in original uploaded file:

Spoiler

 

[DefaultScene]
fDuration=60.0
iChanceHetero=80
iChanceTwoActors=50
iChanceThreeActors=25
iChanceLargeActors=25
iEnableSolo=0
sIncludeTags=
scombinedTags=
sExcludeTags=pose,utility,dancing,nulltoself,nonsex
iMaxTotalActors=10
bPreferFurniture=true

[AltScene]
fDuration=60.0
iChanceHetero=80
iChanceTwoActors=100
iChanceThreeActors=0
iChanceLargeActors=0
iEnableSolo=2
sIncludeTags=dancing,nonsex,dynamicpinup,rcscenterfold
scombinedTags=
sExcludeTags=utility,savagecabbage
iMaxTotalActors=2
bPreferFurniture=true

 

But I have edited manually this files:
87743.7z

 

I'm not sure where is it from. I was sure it was from Squirrel. But now it deleted on Nexus.

Posted
3 hours ago, dosfox said:

Diverse Bodies is working really well now too

 

The DBR situation turned out to be extremely silly: I was looking for a black cat in a black room. I had a problem with the heads, and I couldn't solve it no matter what. Tired of looking for the cause, I started solving it with a knife. I solved it partially by disabling physics altogether (I set the filters too aggressively). And recently, I suddenly realised why. My mod had nothing to do with it. The HiPoly Heads Redux mod was breaking the physics. I didn't even look in that direction. When this became clear, I simply removed the overly aggressive filters and, on the contrary, turned on the aggressive character reset (which I had also removed in an attempt to solve the non-existent problem described above). And that was it. The mod had been ready for a long time and was working correctly! 
That's why mods should be made in ideal conditions, on a clean game. But alas, that's just fantasy. 

Posted (edited)
38 minutes ago, dosfox said:

testing ...

 

VIDEO IN CLUB SNUGGLE

 

 

Fuckfest! Now I really have seen everything!

 

P.s. Many scenes are launched using AE (or some other mod), not AS. It's difficult to draw conclusions, you should give us a hint.

P.p.s. If it's not a secret, what are the specifications of your PC?

Edited by Evi1Panda
Posted

@dosfox I've also been told several times that transes don't work with NAF, but I've never tried it. So, does it work? At the end of the 24th minute, I can clearly see a trans in the scene. 

Posted
6 minutes ago, Evi1Panda said:

@dosfox I've also been told several times that transes don't work with NAF, but I've never tried it. So, does it work? At the end of the 24th minute, I can clearly see a trans in the scene. 

 

I use Indarello's option for strapons = "futa, dick no balls". You can have balls too if you want. Works reliably and no more ugly strapons!

 

Posted
35 minutes ago, Evi1Panda said:

P.s. Many scenes are launched using AE (or some other mod), not AS. It's difficult to draw conclusions, you should give us a hint.

P.p.s. If it's not a secret, what are the specifications of your PC?

 

Using AutonomyEnhanced v2.8 for 1P and 2P scenes. AutonomySex is generating 3P and 4P scenes.

 

Running 5 year old intel i7 @ 4+GHz, 32GB Ram, Asus RTX2070. C drive & Game drive on separate M.2 drives.

 

Posted
2 minutes ago, dosfox said:

intel i7 @ 4+GHz

Yes, the processor was the most interesting part. It's causing your FPS to drop. F4 with mods is very demanding on the processor. Everything else is fine for playing F4! 

Posted
18 minutes ago, dosfox said:

I use Indarello's option for strapons = "futa, dick no balls".

Thanks, now I know what to answer! No, no, not for me, just my friend asked!😁

Posted (edited)
1 hour ago, Evi1Panda said:

Yes, the processor was the most interesting part. It's causing your FPS to drop.

 

My FPS is low because i use Qrsr's "Optimization - Occlusion Planes and Boxes - No PreVis and PreCombines for Exterior Cells" series of mods, which does exactly what it says. Now it is possible to scrap anything anywhere and build nicer settlements, so i don't really care if it lowers framerate. FPS is capped at 60 with HighFPSphysicsFix, but it averages 30-60 FPS around the wasteland, a bit lower around Boston. Anything higher than 30FPS makes no difference to my tired old eyes anyway so i never really noticed.

 

NAF scenes don't seem to stress the CPU much, but now that you mention it Club Snuggle is usually close to 60 FPS, and with all the animations happening in that vidcap it was sometimes much lower in places. (thank god for OBS)

 

1 hour ago, Evi1Panda said:

Thanks, now I know what to answer! No, no, not for me, just my friend asked!😁

 

Not technically CD-transgender though, the dick only appears when it is needed ...

 

Edited by dosfox
Posted (edited)
16 hours ago, dosfox said:

I know about this mod; I saw it when it was released. I’ll say this: for an older processor, it might not be the best choice. It’s important to understand that occlusion planes themselves put a load on the CPU, and this kind of optimization doesn’t always deliver a real FPS boost. I tested it back then (in Corvega, for example) and didn’t notice any advantages—instead, I got graphical artifacts in third-person mode. So, its effectiveness really depends on your specific hardware and the location (in-game).

 

p.s.
Important: this is not a new solution; it has been around for many years and is often used in Skyrim, for example. And it is by no means a replacement for precombinations in Fallout 4. The problem with settlements is the huge number of dynamically(runtime) placed objects, and I honestly don't see how occlusion planes can have a positive effect on this problem. In general, occlusion planes should be highly effective in large enclosed and corridor locations, such as Corvega.
Occlusion planes are definitely a very specific solution that should not be used everywhere, and they certainly do not replace precombinations without loss of fps. Using them everywhere instead of precombinations is generally not recommended.

 

In general, the idea of replacing precombinations with occlusion planes is technically flawed at its core.

Edited by Evi1Panda
Posted (edited)

@Evi1Panda

 

My use of Qrsr's mods is not for performance optimisation, but for the ability to modify FO4's landscape and structures in-game. For that extra functionality i am happy to sacrifice some FPS.

 

It is just like using Autonomy2.8 with NAFbridge - the minuses of the genderAlias bug and no 3P+ scenes are worth the pluses of the excellent blacklist/whitelist system, effective scene settings, and useful hotkeys.

 

Modding FO4 is a constant dance of juggling compromises.

 

Edited by dosfox
Posted (edited)
Spoiler

for the ability to modify FO4's landscape and structures in-game.

Are there really no modifications that simply destroy combined meshes for settlements? Why would you want the added burden of occlusion planes as a bonus?

I don't know much about settlement mods. Building settlements isn't my favorite part of Fallout 4.

 

I'm almost certain that I saw some projects on Nexus that redesign settlements and their precombined meshes so that they are ready-to-build clean areas, while retaining all the charms of precombined meshes. However, this is still futile, because the 1000+ new objects that builders immediately add to settlements in real time are something that the Fallout 4 engine cannot handle, even on a 9950x3D.😀

 

I'm afraid I might be missing something about this mod, or perhaps its very concept is flawed. Essentially, it sounds like it's trying to make the processor do extra work that's largely pointless in open-world locations, and only adds overhead.

Here's the core issue: even if you find a spot in an open area where placing an occlusion plane seems logical, you have to remember that precombined meshes are everywhere. These are multiple static models baked into a single object. The problem is, you can't hide just part of a baked model behind an occlusion plane. You either hide the entire thing or none of it.

So, in practice, you can never be sure what will actually get culled. The likely outcomes are visual artifacts (like chunks of the world popping in and out) or, worse, the occlusion plane doing absolutely nothing while still consuming CPU cycles. It all depends on the engine's internal implementation, which is a black box.

In my opinion, this mod is fighting the wrong battle. The end result seems to be a defeat of both FPS and common sense. 🥴

 

Please don't take this too seriously. I just wanted to share my thoughts.

 

As for your thoughts about us constantly changing mods on FPS, I completely agree with you — it's the foundation on which modding stands! 😭

Edited by Evi1Panda
Posted (edited)
On 1/16/2026 at 8:46 PM, dosfox said:

 

My FPS is low because i use Qrsr's "Optimization - Occlusion Planes and Boxes - No PreVis and PreCombines for Exterior Cells" series of mods, which does exactly what it says. Now it is possible to scrap anything anywhere and build nicer settlements, so i don't really care if it lowers framerate.

 

 

Have you tried running something like https://www.nexusmods.com/fallout4/mods/46403?tab=description instead or maybe alongside?

And I know its not super compatible with pandas diversebodies (due to facegen i think), but x-cell is a pretty big help for my load order as well https://www.nexusmods.com/fallout4/mods/84214?tab=description but since its also a memory manager it will conflict with some peoples buffout set-ups (you can use both you just need to change settings)

Edited by Franco Cozzo
Posted (edited)
Quote

I know its not super compatible with pandas diversebodies

 

@Franco Cozzo Yes, you've caught me red-handed... no joke. 😅 I'm here giving a lecture on optimization while using... Diverse Bodies. You got me. It's the perfect example of a feature I'm willing to sacrifice FPS for, just to have those faces generated at runtime.

 

You can actually configure exclusions in Diverse Bodies Redux to balance performance. For instance, you can add entire factions — like all Raiders — to the exception list if you don't care about their unique faces. It's one way to trade visual fidelity for interactivity where it matters less.

Or, of course, you can just disable face generation entirely.

 

And I agree about X-Cell — it's a fantastic mod that I use myself. If nothing else, its memory manager with alignment is excellent. It does use more memory than Buffout's manager, but the memory access speed is worth it.

Edited by Evi1Panda
Posted (edited)

@dosfox I would say that you are playing at 30-40 fps. These are acceptable drops if they do not last for a long time. This is not just some fantasy or excuse. For example, many people have heard that the scripting system is tied to fps, but they do not understand what that actually means. I'll try to explain. The game allocates time for each frame to perform certain actions that are repeated every frame. This is not done arbitrarily; many actions are dangerous to perform during frame rendering. The frame budget is not elastic. And so, before each frame is prepared, a certain amount of this budget is allocated to the virtual machine of Papyrus so that it can perform the actions safely.
What happens when you constantly play at a low fps: your papyrus, designed to work normally at 60 fps, starts to work in debt. Scripts slow down, and many things start to work incorrectly. 

Edited by Evi1Panda
Posted
49 minutes ago, Evi1Panda said:

What happens when you constantly play at a low fps: your papyrus, designed to work normally at 60 fps, starts to work in debt. Scripts slow down, and many things start to work incorrectly. 

 

According to SKK's Script Latency Test v.7 there is zero lag most of the time, even at 30 FPS. Highest lag i have seen was ~10% during a massive battle in downtown Boston, but that was momentary, and FPS had dropped to 15 FPS - an uncommon event. During settlement pottering with Autonomy fully enabled, latency is always close to 0. Every other scripted mod that i use seems to be working as well as it was when i was using PRP and running at 90 FPS. 

 

But i guess i'll take your advice that my game is irrevocably broken and not bother you with bug reports any more because they're probably all my own fault.  Sorry about that.

 

Posted

The SKK test is certainly a useful diagnostic tool, but it checks a specific case: timer triggering at set intervals. Since timers and events likely run in their own high‑priority queues, they can continue to function normally even when other parts of the system are struggling. Therefore, the test shouldn’t be considered a comprehensive measurement of overall script health.

 

I’d also note that the MainLoop – which is tightly coupled with FPS – governs many different game systems. You don’t need 90 FPS; 60 is enough for the vast majority of scenarios. However, running consistently at 30‑40 FPS means those systems receive only about half their usual update frequency. That could explain issues like the stuck animation you observed, even while timers report normal operation.

Posted (edited)

@dosfox 

I played a little myself—I rarely play, as I don't have enough time—and I can confirm that there is one problem: sometimes animations do not transition to the synced state. So far, I have only noticed this with the main character. This prevents the end of animations from being considered staged (and theoretically tree, but I have not observed this behavior with tree animations). I have not yet found the cause.


This may be unpleasant, but it's not critical, here's why:
1. It happens relatively rarely.
2. It's noticeable to the player and can be stopped from the menu.
3. Even if it happens for NPCs, there is a provision to stop the scene when the NPC is unloaded, so it will stop as soon as you leave the location far enough.

I will continue to investigate. Otherwise, everything I have seen is working correctly. 

 

And this relates to the framework, not to this mod.

 

ps: Earlier, you mentioned that there was some kind of problem with quest markers pointing to characters in the scene—I watched this and couldn't find any evidence of it. The markers always worked perfectly.

Edited by Evi1Panda
Posted (edited)

Hey @Evi1Panda

Having terrible trouble with v1.2.14. Here is beginning of SUP log:

 

Spoiler

[AutonomySex][info] AutonomySex Scene Starter: Player loaded game
[AutonomySex][info] AutonomySex Main Loop: Restarted main loop timer
[AutonomySex][info] AutonomySex Main Loop: Player loaded game, restarted main loop timer
[NAF Bridge] [INFO] AAF MainQuestScript initialized, version 171

[NAF Bridge] [INFO] Init: BodymorphsFramework initialization complete
[AutonomySex][info] Checking for updates via MCM...
[NAF Bridge] [INFO] Init: MfgUtils initialization complete
[NAF Bridge] [INFO] Init: PowerArmorUtils initialization complete
[NAF Bridge] [INFO] Init: EquipmentUtils initialization complete
[AutonomySex][info] AutonomySex: No update needed. Current version: 1.2.13
[NAF Bridge] [INFO] Init: FurnitureUtils initialization complete
[NAF Bridge] [INFO] Init: OverlaysFramework initialization complete
[AutonomySex][info] AutonomySex Main Loop: Restarted main loop timer
[AutonomySex][info] AutonomySex Main Loop: Restarted main loop timer
[AutonomySex][error] SetupGeneralControl: Unknown setting name: bWorkshopEnabled:General
[AutonomySex][info] AutonomySex Main Loop: Restarted main loop timer
[AutonomySex][error] SetupGeneralControl: Unknown setting name: bWorkshopEnabled:General
[AutonomySex][error] SetupGeneralControl: Unknown setting name: bWorkshopEnabled:General
[AutonomySex][info] Location [Location <DLC03LastPlankLocation (03005CB6)>] is valid for scenes
[AutonomySex][info] Actor [DLC03:DLC03LastPlankRentRoomScript <MitchREF (03005CA0)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC6)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC7)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC9)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03008A17)>] has not allowed race [Race <CatRace (000C9ACF)>]
[AutonomySex][info] Actor [companionactorscript <CaitRef (00079305)>] is valid for scenes
[AutonomySex][info] Actor [teleportactorscript < (B8001EEB)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF019C3A)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF01EF65)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF021BA9)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF022BE1)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF027AEA)>] has not allowed race [Race <RaiderDogRace (00187AF9)>]
[AutonomySex][info] Actor [workshopnpcscript < (FF02803B)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02A753)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02C419)>] has not allowed race [Race <GorillaRace (000D9804)>]
[AutonomySex][info] Actor [workshopnpcscript < (FF02C762)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02C786)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02C7E1)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02DC5E)>] has not allowed race [Race <RaiderDogRace (00187AF9)>]
[AutonomySex][info] Actor [workshopnpcscript < (FF02EF98)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF02F3DF)>] is valid for scenes
[AutonomySex][info] Actor [DLC03:DLC03LastPlankRentRoomScript <MitchREF (03005CA0)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC6)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC7)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03005CC9)>] is valid for scenes
[AutonomySex][info] Actor [Actor < (03008A17)>] has not allowed race [Race <CatRace (000C9ACF)>]
[AutonomySex][info] Actor [companionactorscript <CaitRef (00079305)>] is valid for scenes
[AutonomySex][info] Actor [teleportactorscript < (B8001EEB)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF019C3A)>] is valid for scenes
[AutonomySex][info] Actor [workshopnpcscript < (FF01EF65)>] is valid for scenes

...

 

  • "[AutonomySex][error] SetupGeneralControl: Unknown setting name: bWorkshopEnabled:General."  Workshop Enabled setting defaults to "Workshop Only" when returning to MCM.
  • "[AutonomySex][info] Actor [workshopnpcscript < (FF02DC5E)>] has not allowed race [Race <RaiderDogRace (00187AF9)>]". The dog this is referring to (FF02DC5E,) actually has a Base ID of 176337, not 187af9, and is designated "Junkyard Dog", not "RaiderDogRace".
  • "[AutonomySex][info] Actor [workshopnpcscript < (FF02C419)>] has not allowed race [Race <GorillaRace (000D9804)>]" Gorilla has base ID of 176336, not d9804.
  • "Main Loop Start/Stop" MCM title is still in Russian (screenshot above). Also there is no on-screen message confirmation of Start/Stop.
  • "[AutonomySex][info] AutonomySex: No update needed. Current version: 1.2.13". Installed version is 1.2.14.

 

Edited by dosfox
current version
Posted
12 hours ago, dosfox said:

"[AutonomySex][error] SetupGeneralControl: Unknown setting name: bWorkshopEnabled:General."  Workshop Enabled setting defaults to "Workshop Only" when returning to MCM.

Fixed in 1.2.15

 

Quote

"[AutonomySex][info] Actor [workshopnpcscript < (FF02DC5E)>] has not allowed race [Race <RaiderDogRace (00187AF9)>]". The dog this is referring to (FF02DC5E,) actually has a Base ID of 176337, not 187af9, and is designated "Junkyard Dog", not "RaiderDogRace".

Fixed in 1.2.15

 

Quote

"[AutonomySex][info] Actor [workshopnpcscript < (FF02C419)>] has not allowed race [Race <GorillaRace (000D9804)>]" Gorilla has base ID of 176336, not d9804.

Base is ActorBase, not Race. Gorilla race should be allowed if it is allowed in MCM.

 

Quote

"Main Loop Start/Stop" MCM title is still in Russian (screenshot above). Also there is no on-screen message confirmation of Start/Stop.

Fixed in 1.2.15

 

Quote

"[AutonomySex][info] AutonomySex: No update needed. Current version: 1.2.13". Installed version is 1.2.14.

It is not a trouble or bug itself. Anyway update ver in 1.2.15.

Posted (edited)

@Evi1Panda

Thanks for the update. Tested in the Last Plank again for a couple of hours with disappointing results:

  • In last session (about 40 minutes) only three scenes (2x3P, 1x4P) were generated by Autonomy Sex. Turned on AE2.8 for a few minutes and it was working fine.
  • Dogs, gorillas (and cat) are still not recognised. Definitely selected in MCM.
  • There is still no on-screen message for Start/Stop main loop. Start/Stop hotkey seems to be working though, according to log.

SUP log for this session:  v1.2.15_aaSUPF4SEDebugPrint.txt

 

v1.2.15_AutonomySex.ini:

Spoiler

[General]
iLogLevel=1
iLogType=1
fMainLoopInterval=25.000000
fMainLoopIntervalFallback=15.000000
iMaxTriesValidateScene=20
iMaxDistanceFromPlayerToScene=2000
iMaxDistanceBetweenActors=1000
bEnableDialoguesBetweenActors=0
iEnableHostileActors=0
bEnableWarpForHostileActors=0
iMaxRecentlyInSceneActors=2
iWorkshopEnabled=1
[AltScene]
bPreferFurniture=0
iMaxTotalActors=2
iChanceHetero=100
[Races]
bAlienRace=0
bAssaultronRace=0
bBloatflyRace=0
bBloodbugRace=0
bBrahminRace=0
bCatRace=0
bEyeBotRace=0
bFeralGhoulGlowingRace=0
bFeralGhoulRace=0
bHandyRace=0
bLibertyPrimeRace=0
bMirelurkHunterRace=0
bMirelurkKingRace=0
bMirelurkQueenRace=0
bMirelurkRace=0
bMoleratRace=0
bProtectronRace=0
bRadRoachRace=0
bRadScorpionRace=0
bSentryBotRace=0
bStingwingRace=0
bSupermutantBehemothRace=0
bSynthGen1Race=0
bSynthGen2RaceValentine=0
[DefaultScene]
iChanceTwoActors=5
iChanceThreeActors=75
iChanceLargeActors=15
iEnableSolo=1
iMaxTotalActors=4
iChanceHetero=100

Edited by dosfox
Posted

@Evi1Panda

 

update:

Spent 40 minutes at Dugout Inn till the third 2P CHAK scene (in 40 minutes) indicated that the same restrictions as DC are probably being applied to the location. Please, what other locations are restricted? Also, are there restrictions on companions being in scenes, and if so, under what circumstances?

 

Tested 40 minutes in ClubSnuggle.
- Only 7 scenes generated in 40 minutes! (compared to dozens of scenes in same time/location with earlier AS versions)
- No solo scenes
- No furniture scenes
- No concurrent scenes

 

SUP log for this session:  v1.2.15A_aaSUPF4SEDebugPrint.txt   Same MCM settings as above.

 

Posted (edited)

@dosfox there is FIFO queue for 32 last actors involved in scene (can be up to 128 or down to 0). If actor is in queue this actor will be excluded.

On the contrary, I am opposed to excessive pornography in locations; I strive to make everything look organic.

 

upd: Oh, yes, and the queue includes everyone who has recently had sex, not just those who have been run through Autonomy Sex. I admit that this is bad for a private porn party, but my goal is to play Fallout 4 with a realistic layer of sex, not to create an apocalyptic orgy. You can set the queue to zero, and then this restriction will be removed.

Edited by Evi1Panda
Posted
1 hour ago, Evi1Panda said:

 ... there is FIFO queue for 32 last actors involved in scene ...

 

If you look at the MCM settings that i took the trouble to post, that option was set to "2" for the above tests. Something else is drastically decreasing performance with this version.

 

1 hour ago, Evi1Panda said:

I admit that this is bad for a private porn party,

 

In normal gameplay i don't spend much time in the clubs & pubs of FO4, i spend it questing and exploring and building/maintaining/improving settlements. What you probably don't realise - because you never play the game - is that the same settings that make a "private porn party" in an interior cell give a much more balanced "organic" atmosphere in built-up settlements, where you are lucky to actually see a Scene without going searching for it.  An "apocalyptic orgy" in an enclosed space is the easiest way to observe the limitations and overall functioning of the mod on a settlement-sized population of NPCs. 

 

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