Blechbeck Posted February 24 Posted February 24 On 2/23/2026 at 1:12 AM, KrustyShackleford said: Are you using ENB? Yes, I already thought this was the problem, but I haven't tested it without yet.
ninjabes Posted February 25 Author Posted February 25 On 2/23/2026 at 6:53 PM, Blechbeck said: Yes, I already thought this was the problem, but I haven't tested it without yet. The problem is probably the compression used when I packed the textures into an archive. I don't have this problem when developing using loose files so I might use loose textures for the next upload.
Magnum717 Posted February 26 Posted February 26 On 2/19/2026 at 9:47 PM, ninjabes said: First off the furniture data xml has been added to the zip file. For some reason all of the XML files that make this work in AAF are loose when you unzip the main download. Put the 4 xml files in your AAF folder. Place the Main.ba2 in your Fallout 4 data folder At long last a glory hole mod.🥵 You mentioned this in the download page. It's required to do with this MO2?
TheShadowHunter Posted February 26 Posted February 26 On 2/22/2026 at 6:32 PM, Absintheman said: I think I did something wrong. I've downloaded both files and installed them via Vortex. When I first place an item, the normal colors appear, but shortly after, they turn into the attached pictures. It also happens to the little glory hole, but not the big one. Also, a breeze pushed them over. This is the only mod that's having a graphics issue. Let me know if you need other information. 7800x3D, 5070ti, 32gb RAM. loadorder.txt 21.41 kB · 2 downloads I fixed it with Cathedral Assets Optimizer. It found some textures that don’t work with BA2, and just leaving those ones outside the BA2 solves the bug. TheFunHouseV1.1 Textures Fix.7z 1
Narrenlord Posted February 27 Posted February 27 Hey, i am unsure if the mod is still supported, but it just tells me "you cant use it at the moment" when i want to... use it or assigne a settler to it.
KrustyShackleford Posted February 27 Posted February 27 (edited) 28 minutes ago, Narrenlord said: Hey, i am unsure if the mod is still supported, but it just tells me "you cant use it at the moment" when i want to... use it or assigne a settler to it. Mod is in the early stages and being worked on. Did you ensure you have all the requirements? Edited February 27 by KrustyShackleford
awson Posted March 1 Posted March 1 I installed the mod, started a new game, but it doesn't appear in the workshop. I installed all the requirements. Do you have any ideas?
NiffyFox Posted March 1 Posted March 1 I updated the mod and know the items arnt showing up in the workshop.
LarryJD8822 Posted March 1 Posted March 1 (edited) @ninjabes However, it cannot appear in the workshop menu because the script (FHMenuInstallerScript) is not included in the download. For maximum compatibility, I would also recommend deleting the zell and worldcell edits; they are not necessary for a building mod unless you are planning a quest. I took a look at it in xedit. It would be good if you made everything into one set of work furniture and one set of relaxation furniture, so that the PC can also use it and settlers can go there randomly. You can also block male NPCs with a condition, for example: Work24-Fun Hole (24-hour work time), Work-Fun Hole (normal work time), Relax-Fun Hole (normal furniture). I hope it's clear what I mean: one object, but three different versions. I didn't like the textures either, so I've compressed them so they should work in an archive, but delete the GIMP data (.xcf) if you want to use these textures. for version 1.10.163 Textures.zip Edited March 1 by LarryJD8822
awson Posted March 1 Posted March 1 (edited) And do other mods initiate sex? And is it possible to assign settlers to holes and have it activate sex in the settlement at regular intervals? Edited March 1 by awson
ninjabes Posted March 2 Author Posted March 2 On 2/28/2026 at 4:50 PM, awson said: I installed the mod, started a new game, but it doesn't appear in the workshop. I installed all the requirements. Do you have any ideas? 22 hours ago, NiffyFox said: I updated the mod and know the items arnt showing up in the workshop. Added the scripts folder I forgot to throw into the archive. Should show up once you put that folder in your data directory.
ninjabes Posted March 2 Author Posted March 2 6 hours ago, awson said: And do other mods initiate sex? And is it possible to assign settlers to holes and have it activate sex in the settlement at regular intervals? Not at the moment. It SHOULD be in the pool of furniture chosen by AAF if you have a mod that initiates automatic sex like RSE shenanagains or Human Resources installed however I do not have time to test that at the moment. 1
ninjabes Posted March 2 Author Posted March 2 16 hours ago, LarryJD8822 said: @ninjabes However, it cannot appear in the workshop menu because the script (FHMenuInstallerScript) is not included in the download. For maximum compatibility, I would also recommend deleting the zell and worldcell edits; they are not necessary for a building mod unless you are planning a quest. I took a look at it in xedit. It would be good if you made everything into one set of work furniture and one set of relaxation furniture, so that the PC can also use it and settlers can go there randomly. You can also block male NPCs with a condition, for example: Work24-Fun Hole (24-hour work time), Work-Fun Hole (normal work time), Relax-Fun Hole (normal furniture). I hope it's clear what I mean: one object, but three different versions. I didn't like the textures either, so I've compressed them so they should work in an archive, but delete the GIMP data (.xcf) if you want to use these textures. for version 1.10.163 Textures.zip 12.45 MB · 1 download Yeah I forgot to add the scripts folder when I was compressing it into an archive. As far as the cell data I was using those for testing and am on the fence about expanding those into interiors. As far as furniture utilization goes; one, I plan on having the receiver/worker on the animations be genderless, I personally dont swing that way but id rather keep it open for those who do, and sometimes guys need some punishment for when they get too handsy with sexual harassment installed and two, I'm still thinking about what the end product for that looks like but that is on the backburner as I'm dedicating most of my time during the week to animating, and at least one day a week to cleanup issues like the collision or textures. Thanks for the heads up on the GIMP file. Might have forgot to remove that when I copied the folder to make the release branch folder. Finally for my education what exactly is wrong with the textures? too large or an aesthetic thing? 1
LarryJD8822 Posted March 2 Posted March 2 (edited) 14 hours ago, ninjabes said: Finally for my education what exactly is wrong with the textures? too large or an aesthetic thing? The issue with the textures is compression; I'm using GIMP 2.10.?? , and the DDS plugin, for textures without an alpha channel use BC1/DXT1, with an alpha channel BC2/DXT3 or BC3/DXT5 (example for fishnet stockings) and always generate mipmaps, and never choose a format that is outside the range of 2, for example 1024x1024 ok, 2048x2048 ok, 1024x2048 ok, 512x4096 ok, but 754x1025 is loose CTD (such textures were not included in your file). For 4k 4096x4096 you can also use BC7. Bethesda has saved all textures in BC3 or BC5, which doesn't really make sense to me, at least for a normal map, BC1 is perfectly sufficient. The advantage of saving it this way is that you have preview images in the folder. Edited March 2 by LarryJD8822
ninjabes Posted March 3 Author Posted March 3 10 hours ago, LarryJD8822 said: The issue with the textures is compression; I'm using GIMP 2.10.?? , and the DDS plugin, for textures without an alpha channel use BC1/DXT1, with an alpha channel BC2/DXT3 or BC3/DXT5 (example for fishnet stockings) and always generate mipmaps, and never choose a format that is outside the range of 2, for example 1024x1024 ok, 2048x2048 ok, 1024x2048 ok, 512x4096 ok, but 754x1025 is loose CTD (such textures were not included in your file). For 4k 4096x4096 you can also use BC7. Bethesda has saved all textures in BC3 or BC5, which doesn't really make sense to me, at least for a normal map, BC1 is perfectly sufficient. The advantage of saving it this way is that you have preview images in the folder. I'm also using GIMP, as far as textures I really don't do texture work outside of small changes or doing basic Photoshop style crop and paste like I did for the nuka hoela. The other textures for the original money hole are not my work nor did I edit them. When exporting I typically only touch the settings for BC5, export all layers, and if I remember to do it I generate mipmaps. Thanks for the info.
riveth Posted March 4 Posted March 4 This mod looks very promissing. I need a stall furniture for my mod and proper animations for it. I created stall model with many holes for proper glory hole blow bang scenario, but got stucked on colisions problem. If You're able to help me or willing to use my model in your mod, just pm me ;). also talked with Kziit about animations and She agreed to help. But since I stuck I didn't bothered Her about it anymore. 1
ninjabes Posted March 5 Author Posted March 5 17 hours ago, riveth said: This mod looks very promissing. I need a stall furniture for my mod and proper animations for it. I created stall model with many holes for proper glory hole blow bang scenario, but got stucked on colisions problem. If You're able to help me or willing to use my model in your mod, just pm me ;). also talked with Kziit about animations and She agreed to help. But since I stuck I didn't bothered Her about it anymore. I'll send you a PM. 1
Blechbeck Posted March 8 Posted March 8 Under which category are the items now? I can't find them anymore.
ninjabes Posted March 8 Author Posted March 8 3 hours ago, Blechbeck said: Under which category are the items now? I can't find them anymore. They are added to their own menu via quest script. Should be in their own menu all the way to the right.
Blechbeck Posted March 9 Posted March 9 14 hours ago, ninjabes said: They are added to their own menu via quest script. Should be in their own menu all the way to the right. It's not there. I'm using the latest version
ninjabes Posted March 9 Author Posted March 9 1 hour ago, Blechbeck said: It's not there. I'm using the latest version Just downloaded the zip. Update somehow unfolded the folder again. You are gonna need to put the fhmenuinstallerscript.pex in the scripts folder and the fhmenuinstaller.psc in your source/user folder under scripts. Also put the .xml files in the AAF folder for the new animations to work.
ivancherttkov Posted March 10 Posted March 10 On 3/9/2026 at 2:23 AM, Blechbeck said: Under which category are the items now? I can't find them anymore. i have same problem
Blechbeck Posted March 11 Posted March 11 On 3/9/2026 at 4:50 PM, ninjabes said: Just downloaded the zip. Update somehow unfolded the folder again. You are gonna need to put the fhmenuinstallerscript.pex in the scripts folder and the fhmenuinstaller.psc in your source/user folder under scripts. Also put the .xml files in the AAF folder for the new animations to work. Hm maybe I did something wrong but it still didn't work out. I'll just wait for the next release, before I break stuff.
ninjabes Posted March 11 Author Posted March 11 1 hour ago, Blechbeck said: Hm maybe I did something wrong but it still didn't work out. I'll just wait for the next release, before I break stuff. On 3/9/2026 at 6:04 PM, ivancherttkov said: i have same problem Uploaded version 1.1 where the items are still in the Quest menu. Uninstall TFH-Main and use the file marked version1.1.
Blechbeck Posted March 11 Posted March 11 The new Beds are missing in the 1.1 version 2 hours ago, ninjabes said: Uploaded version 1.1 where the items are still in the Quest menu. Uninstall TFH-Main and use the file marked version1.1.
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