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[AAF] FO4 Animations by Leito - 21/09/06 - v2.1b


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5 hours ago, EgoBallistic said:

The position names for the dog animations all changed, so the existing tag files don't work. 

 

Add the following to your Halstrom's tag data file to make dog animations work with Violate:


<tag position="Leito_Canine_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S4" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S4" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S4" tags="aggressive"/>

I omitted the "missionary" positions as they are not aggressive at all.

Yes I'm updating the themes tags to work for both old and new Leitos, hopefully test it and ship tomorrow

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1 minute ago, Halstrom said:
5 hours ago, EgoBallistic said:

Add the following to your Halstrom's tag data file to make dog animations work with Violate:



<tag position="Leito_Canine_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Doggy_2_S4" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Bed_Doggy_2_S4" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S1" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S2" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S3" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_1_S4" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S1" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S2" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S3" tags="aggressive"/>
<tag position="Leito_Canine_Mattress_Doggy_2_S4" tags="aggressive"/>

I omitted the "missionary" positions as they are not aggressive at all.

Yes I'm updating the themes tags to work for both old and new Leitos, hopefully test it and ship tomorrow

And, just to note for theme pack users: 

 

These entries work fine at the bottom of KinkyAnimations_tagData.xml

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11 minutes ago, WandererZero said:

And, just to note for theme pack users: 

 

These entries work fine at the bottom of KinkyAnimations_tagData.xml

Except that they should be in CreatureAnimations_tagData.xml :)
But people can customise their Themes easy like that if they don't want other creatures

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2 minutes ago, Halstrom said:

Except that they should be in CreatureAnimations_tagData.xml :)
But people can customise their Themes easy like that if they don't want other creatures

Why do themes exist anyway? Seems like it adds an unnecessary layer of complexity on an already complex system. Genuinely curious.

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1 minute ago, I Null I said:

Why do themes exist anyway? Seems like it adds an unnecessary layer of complexity on an already complex system. Genuinely curious.

Well AAF is not actually a sex mod, its an Animation Framework and to keep it available to sites like Nexus we need to split the addons in someway into levels of acceptability with the hardcore versions being available here on Loverslab, it is just tags at the moment but we want to eventually push the Compatibility patches and Cum overlays etc into it too to reduce the number of files installed. At the moment there is a lot of confusion going on about FurnitureData with different animators using different lists, we are trying to centralise those lists into themes too.
https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/WhatIsAnAAFTheme

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10 minutes ago, I Null I said:

Seems like it adds an unnecessary layer of complexity on an already complex system.

Well, Halstrom provides the whole tag pack as a single thing. But that said: granular control of configuration over what you do and don't want...having options is never a bad thing. 

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On 12/23/2018 at 8:19 AM, WandererZero said:

You know, I looked real fast, and didn't even catch that. I'm going to move mine. Thanks @Halstrom ?

Well in reality it won't change anything being in one XML or the other, its just consistency :)

 

On 12/23/2018 at 8:22 AM, WandererZero said:

Well, Halstrom provides the whole tag pack as a single thing. But that said: granular control of configuration over what you do and don't want...having options is never a bad thing. 

Yes a side effect of the themes is now you can install any animation pack and the basic vanilla sex theme and any aggressive or kinky animations in that pack will be ignored if you don't install the kinky theme

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24 minutes ago, Halstrom said:

Well AAF is not actually a sex mod, its an Animation Framework and to keep it available to sites like Nexus we need to split the addons in someway into levels of acceptability with the hardcore versions being available here on Loverslab, it is just tags at the moment but we want to eventually push the Compatibility patches and Cum overlays etc into it too to reduce the number of files installed. At the moment there is a lot of confusion going on about FurnitureData with different animators using different lists, we are trying to centralise those lists into themes too.
https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/WhatIsAnAAFTheme

ahh i see now. thanks for the info!

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Thanks again for the update and work you've done.  I haven't been able to test much out lately, but I can say I had some issues before the latest patch and no troubles with the couple times I've tried things since.  I never really did use those guns, though they were always in my inventory.  Nice to have things easier and running smoother. ^^

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12 hours ago, tesalutamus said:

Have to make a note about this one.
1. Since Leito's latest update, there has been some changes in the positioning [from original 0,70,0 to the AAF standard of 0,0,0] this will make your "lovers" mispositioned. find the relevant animation files [i.e. Leito . . . position] open with notepad and change the position from 0,70,0 to 0,0,0 or remove them. An author also posted that deleting those lines should fix the alignment issue

2. The patch also makes use of some lines that require some fixing because it made a reference to a "null" line, causing errors in supermutant animations. Open the patch file and look for Leito_SM_animationData and Leito SMM_animationData and remove the entire lines which contain the words "Activity 2"

Will do, I was about to ask about the positions being messed up. Thanks 

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2 hours ago, andead said:

Is that anal pose? How?

I'm not sure which animation package it's from? I'm guessing this one since the pussy squirting is something added into animations by this animation pack. 

 

I use AAF Sex'em Up and AAF Violate. This was done with AAF Sex'em Up. Just walked up to a settler and used the hotkey to "have some fun" and he said sure and the sex began. It started off with my character giving him head. I pressed the Home key to activate AAF and then pressed the PgDn key to cycle through the various animations. This one is one of the ones that cycled around. I thought it looked hot so I took some screenshots to capture the pussy juices ejaculating out. Pretty sure his cock is buried in her ass in the pose. Pretty hard for most men to fuck a woman vaginally from behind in that position unless they got a 10" cock but anal would be possible for most average men. 

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On ‎12‎/‎22‎/‎2018 at 6:26 AM, tesalutamus said:

Have to make a note about this one.
1. Since Leito's latest update, there has been some changes in the positioning [from original 0,70,0 to the AAF standard of 0,0,0] this will make your "lovers" mispositioned. find the relevant animation files [i.e. Leito . . . position] open with notepad and change the position from 0,70,0 to 0,0,0 or remove them. An author also posted that deleting those lines should fix the alignment issue

2. The patch also makes use of some lines that require some fixing because it made a reference to a "null" line, causing errors in supermutant animations. Open the patch file and look for Leito_SM_animationData and Leito SMM_animationData and remove the entire lines which contain the words "Activity 2"

bro ım having problems with mispostıoned but i try to edit leito a1nd its already 0,0,0 :(

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3 hours ago, abdullahswag said:

bro ım having problems with mispostıoned but i try to edit leito a1nd its already 0,0,0 :(

If you install Leito's mod and AAF only it would not be mispositioned because he already adjusted it to the standard 0,0,0.
The mispositioning is caused by Polistiro's patch, which considered the older Leito files which used the 0,70,0 position.
If you're using MO2 open up AAF patches for Leito and Crazy animations > AAF 
If you're using NMM, Fallout 4 > data > AAF patches . . . > AAF

1. open up each xml with the words leito [and] position in the name (e.g. leito_MM_position data [male to male], leito_FF_positiondata [female to female], leito_SM_positiondata  [supermutant positions])

2. The relevant line is near the top and should look like this <animationOffset actor="1" offset="0,0,0"/> <animationOffset actor="2" offset="0,0,0"/>

Take note that Polistiro's patch is required to use overlays and to make female-male animations by crazy and leito to be used in male-male and female-female participants.

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16 minutes ago, tesalutamus said:

If you follow the installation guide, female characters will use CBBE and the male characters will use EVB. 

 

But the instructions say to load animation packs before Compatibility Patch and Polistiro Patch. Instructions here say to load after those. I did that and ended up with limp noodle supermutants. Load Leito before those and all is well again.

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1 hour ago, Olmech said:

 

But the instructions say to load animation packs before Compatibility Patch and Polistiro Patch. Instructions here say to load after those. I did that and ended up with limp noodle supermutants. Load Leito before those and all is well again.

Yes you are correct. In previous posts, I've already stated that installing Compatibility patch V3 before Leito causes an overwrite of supermutants making them limp.  reversing the order seems to fix the same. Going back to your original question, the males will still use the bodies included in the patches [comp patch and polistiro patch], provided you followed the previous installation guide I posted. Following Leito's new instruction will use the body files he provided within the animation pack [I think] but will overwrite those provided in the patches, causing the loss of morphing [ie limp dicks]

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On 12/23/2018 at 1:09 AM, ReaperBlade said:

I'm not sure which animation package it's from? I'm guessing this one since the pussy squirting is something added into animations by this animation pack. 

 

I use AAF Sex'em Up and AAF Violate. This was done with AAF Sex'em Up. Just walked up to a settler and used the hotkey to "have some fun" and he said sure and the sex began. It started off with my character giving him head. I pressed the Home key to activate AAF and then pressed the PgDn key to cycle through the various animations. This one is one of the ones that cycled around. I thought it looked hot so I took some screenshots to capture the pussy juices ejaculating out. Pretty sure his cock is buried in her ass in the pose. Pretty hard for most men to fuck a woman vaginally from behind in that position unless they got a 10" cock but anal would be possible for most average men. 

What a great explanation!

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14 minutes ago, Ju_SSAM said:

Using AAF mode causes an error
I need a gun mode.

This...is short on details. What error? How was the error invoked? What happened? 

 

AAF is developed in such a way that anim guns are both not needed, unneccessary, and not really at all in the scope of how AAF is designed. 

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