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Posted (edited)
2 hours ago, jaam said:

AAF should be 1.7.2.2 at least !

Why? I run an older AAF and have no problems with it anywhere.

I tried to update twice a couple years ago and it led to bugs so I never updated again.

Also I understand the newest versions are all on discord and I don't like to go there since i can never find anything there.

 

I am also locked on .163, I will run the BA2 converter on this mod. The new version sounds really interesting.

 

To Wolfe: are the clothes requirements no longer mandatory then and we can attach the right keywords to our own clothes that we already have? :)

 

PS: I just uploaded the latest version. there are no BA to backgrade for me to the old version. so that means it needing the new FO4 has to do with somehtng else. So I cant play the newest version. I May try the old one again I guess.

 

Edited by katrina.balanchuk
Posted
6 hours ago, Wolfe6900 said:

Thanks for the info! I've been debugging on a fresh save every time, so I've not been in for over an hour to see CTDs. 

 

If you can check the crash logger, that'd be great. I may play around with it some time and see if I can recreate the crash.

 

Are you also running the following with Fallout 1.11.221.0?

- AAF V1-7-0-1

- LooksMenu v1-7-0-3

- Mod Configuration Menu 1.11.221

- Address Library - All In One-47327-1-11-221

- Unofficial Fallout 4 Patch-4598-2-2-1a-1779927834

the current working AAF for 221 is now 1.7.2.2 with a patch as well I believe on their discord.   The initial release was crazy buggy with equipment issues.

Posted
14 hours ago, Wolfe6900 said:

The newest version is made for Fallout4 version 1.11.221.0; I think a lot of users are still stuck on the older versions due to dependencies etc.

which creation kit are you using to make this - the latest version or an earlier one?

 

I have also experienced issues with the camera being locked in AAF with this mod installed, I will disable and try again to double check if its this mod doing it or not but have not had this happen before.   It is on a new game recently downgraded back to 163 for experimenting but can easily go back to 191 which is where it was.

Posted
2 hours ago, Mimirue17 said:

which creation kit are you using to make this - the latest version or an earlier one?

 

I have also experienced issues with the camera being locked in AAF with this mod installed, I will disable and try again to double check if its this mod doing it or not but have not had this happen before.   It is on a new game recently downgraded back to 163 for experimenting but can easily go back to 191 which is where it was.

- I'm using CK version 1.11.137.0

- Also, I just noticed today that there's a new version of AAF. I may try to incorporate the updates; maybe that's what's causing the bugs and CTDs.

Posted
5 hours ago, katrina.balanchuk said:

Why? I run an older AAF and have no problems with it anywhere.

I tried to update twice a couple years ago and it led to bugs so I never updated again.

Also I understand the newest versions are all on discord and I don't like to go there since i can never find anything there.

 

I am also locked on .163, I will run the BA2 converter on this mod. The new version sounds really interesting.

 

To Wolfe: are the clothes requirements no longer mandatory then and we can attach the right keywords to our own clothes that we already have? :)

 

PS: I just uploaded the latest version. there are no BA to backgrade for me to the old version. so that means it needing the new FO4 has to do with somehtng else. So I cant play the newest version. I May try the old one again I guess.

 

Yes, the newest one has an MCM that just allows you to slap keywords onto clothing. 

 

I believe you can edit files in FO4Edit to add keywords, which would be the same result - just a little more time & effort.

Posted

so I decided to give game version 221 a try now that they finally fixed AAF - you should change the front page to ONLY use AAF 1.7.2.2 if you are on this game version all the others DO NOT work.

cleared the initial raiders (captured a few for slaves) came back and the patrols were there.

went into a few buildings and was greeted or was able to talk to the person to start the quest for that building.

 

Hotel - guy gave maid uniform and then task to clean (only gave jobs to clean rooms 201-204 and would repeat rooms) The dirt piles in each assigned area were then able to be cleaned.   Suggestion - have the animation run for a set time like 10 seconds then end

 

News - guy gave uniform then gave quests to deliver to mail boxes throughout Concord

 

College - was able to get the quest - sign up and take cooking classes, also able to make the item requested.   Have only done one cycle so far as testing as much as possible.

 

Clinic (forgot the name on door) got uniform, able to treat patients - got one to go treat patient at bar.   Went there but Bar door was locked so had to unlock it (might be an issue for early players)

 

Bar - got uniform - was able to serve all the rude customers drinks and make food multiple people looked similar and they moved around alot so had to find the person who ordered.

 

Clothier - was able to buy uniforms for all the jobs (some in different colors like the waitress one)

 

other notes - the mcm did allow the current outfit to match the job

 

the outfits you are using for the jobs do look great - a FG conversion and bodyslide files will be needed for different bodies if not vanilla

 

suggestion on file arrangement - pull out the voice files as a separate file and pack the textures instead.   That is common practice for larger ones as voice files change alot as things are added so having it separate is a good idea anyways.

 

I ton of the npcs had the brown face going on, so not sure if you are changing textures sizes between 1k and 2k that is causing that.   For example I use 2k everything for faces but that might conflict with your mod resulting in the brown faces, or you might be forcing different bodies for the npc's which would probably it as well.

 

Posted
On 7/19/2026 at 1:05 PM, Wolfe6900 said:

Yes, the newest one has an MCM that just allows you to slap keywords onto clothing. 

 

I believe you can edit files in FO4Edit to add keywords, which would be the same result - just a little more time & effort.

so if you are suing a CK for the lates FO4 does that mean my  1.10.163 game with the earlier AAF and its earlier dependencies wont work?

Posted
1 hour ago, katrina.balanchuk said:

so if you are suing a CK for the lates FO4 does that mean my  1.10.163 game with the earlier AAF and its earlier dependencies wont work?

No, not exactly that.

 

What I'm saying is, is that you can use FO4Edit to add keywords to items:

https://www.nexusmods.com/fallout4/mods/2737

 

It's a whole new system, with it's own types of scripts, but essentially you could use it to slam certain keyword onto any type of armor, even outside of SimpleJobs. 

 

It's a little more of a headache, but it can be done.

Posted
1 hour ago, Wolfe6900 said:

No, not exactly that.

 

What I'm saying is, is that you can use FO4Edit to add keywords to items:

https://www.nexusmods.com/fallout4/mods/2737

 

It's a whole new system, with it's own types of scripts, but essentially you could use it to slam certain keyword onto any type of armor, even outside of SimpleJobs. 

 

It's a little more of a headache, but it can be done.

 

Thank you. sorry for asking all these questions.  :)

Posted

Ok I am really enjoying the college quests, on the acting school right now.  Have found an issue with the targets walking away during conversations breaking the conversation.  I think I saw a mod that fixes that so look into adding that when I get home.  BTW this mostly happens in the classroom

Posted

ok I have completed all the content - besides that mystery thing you mention on the main page.   Overall it was entertaining and the voicework is pretty good as well.   The mod to stop the npcs from moving is pretty important in the acting class part of it as they like to move around constantly and if they walk out of range it breaks the conversation and you are forced to reload a save.   Will see if I can throw together a conversion for the outfits if I have time this week.   They work fine its just changing the body if you use FG.

 

here is the mod to stop npcs from moving during conversations

https://www.nexusmods.com/fallout4/mods/105104

Posted
8 hours ago, Mimirue17 said:

ok I have completed all the content - besides that mystery thing you mention on the main page.   Overall it was entertaining and the voicework is pretty good as well.   The mod to stop the npcs from moving is pretty important in the acting class part of it as they like to move around constantly and if they walk out of range it breaks the conversation and you are forced to reload a save.   Will see if I can throw together a conversion for the outfits if I have time this week.   They work fine its just changing the body if you use FG.

 

here is the mod to stop npcs from moving during conversations

https://www.nexusmods.com/fallout4/mods/105104

Thanks for the feedback!

 

Yeah, I kind of had all the NPCs with their own AI schedules and it was annoying that they'd just walk around mid-conversation. 

 

Glad to hear someone completed it, though, I spent a lot of time working out bugs etc. I'd like to add more, but it gets pretty time-consuming, and I've got some other mods I've been working on simultaneously. 

 

For the random events, you just stack tokens from completing basic maid/nurse quests. They're all tied to Trigger Boxes that determine a condition of "does the player have X tokens", if so they activate, and it may be something random like Nurse: "Please come to my house and help my husband" or some random shenanigans to break up the monotony. 

Posted
3 hours ago, Wolfe6900 said:

Thanks for the feedback!

 

Yeah, I kind of had all the NPCs with their own AI schedules and it was annoying that they'd just walk around mid-conversation. 

 

Glad to hear someone completed it, though, I spent a lot of time working out bugs etc. I'd like to add more, but it gets pretty time-consuming, and I've got some other mods I've been working on simultaneously. 

 

For the random events, you just stack tokens from completing basic maid/nurse quests. They're all tied to Trigger Boxes that determine a condition of "does the player have X tokens", if so they activate, and it may be something random like Nurse: "Please come to my house and help my husband" or some random shenanigans to break up the monotony. 

I did have the main file and then the latest overwriting it, and it did work without any issues.   Game version 221 and AAF 1.7.2.2 and the only main issue was fixed with the mod keeping npcs close when talking to them.   I did notice that if you are forced out of the school because it's too late at night your weapons might not be returned to you until you actually leave the campus out the front door.   In the end they were all returned to me, I decided to leave them in a container at the end of that row of buildings across from Alice's house until I was ready to leave.

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