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Figured out once you use Sex em don't go into pipboy or you will get a walk error. when I went to reload game I also found out that it had saved during this encounter. Don't have the home button so i'll suggest a control panel similar to Vinfamy control panel that will control apps and animations like Vin's did. Family planning enhanced has quit working. It's in MCM but not working

ScreenShot3.png

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Here's all the mods i'm currently running. Like I've said I have animations running but no home button/7 but do have dong and all the others working except for Family Planning Enhanced now. the ones below barefoot unique character and follower are all esl's. sorry about the length but don't know how to do the hide and show.

*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*CRP - Community Restraints Pack.esm
*Robot Home Defence.esm
*NewCalibers.esp
*HUDFramework.esm
*SettlementKeywords.esm
*AutoUnequipPipboy.esp
*SimSettlements.esm
*TortureDevices.esm
*Devious Devices.esm
*AAF.esp
*CowGirl.esp
*CBBE.esp
NoraSpouse.esp
*CompanionIvy.esp
*Armorsmith Extended.esp
*Armorsmith All DLCs Patch.esp
*The Castle.esp
*Stm_DiamondCityExpansion.esp
*Build High - Expanded Settlements.esp
*Build High - Scrapper's Patch.esp
*Crimsomrider's Taffington Boathouse.esp
*Raider Children.esp
*Killable Children.esp
*Actor Scale Remover.esp
*JC-Bikini.esp
*512StandaloneHairColors.esp
*four_play.esp
*AWKCR - Color Swap Mod Slot Hider.esp
*UniquePlayer.esp
*Lots More Female Hairstyles.esp
*cutoffs-calyps.esp
*2pacSkimpy.esp
*JC-Shirt and Jeans.esp
*DX Vault Girl Shorts.esp
*DX Commonwealth Shorts.esp
*PD_VisualReload.esp
*ShellRain.esp
*Cammy Tactical Suit.esp
*rfortaleza2.esp
*rfortaleza2_AE.esp
*rpampas.esp
*Lacy Underwear.esp
*Sparky_Salon.esp
*TheParadise.esp
*LooksMenu Customization Compendium.esp
*Leaders Of The Commonwealth.esp
*DiverseChildren.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
*Reverb and Ambiance Overhaul.esp
*Modern Firearms.esp
*Modern Sidearms.esp
*CROSS_Swimsuit.esp
*CROSS_Uni_BosUniform.esp
*DavesMomJeans.esp
*DD_All_the_COncrete.esp
*LooksMirror.esp
*NovaCatsuit.esp
*tschutschiSpearheadCatsuit.esp
*HN66Fo4_EasyGirl_BS.esp
*Higher Female Children Voice.esp
*IcebreakerCDO-Piper.esp
*Guards.esp
*Randomized DC Guard Outfits.esp
*WorkshopWallFillers.esp
*ApalLeotard.esp
*Crimsomrider's Companions Like Streaking.esp
*UniqueFollowers.esp
*BarefootFootstepSet.esp
*BarefootFootstepArmoredLeotardVersion.esp
*OutfitSwitcher.esp
BarefootFootstepFortalezaArmorWetsuit1Version.esp
*Portable_Workshop_Enhanced.esp
*RHDE Scrap Robots.esp
*SalvageRobotParts.esp
*Higher Female Protagonist Voice - Type A2.esp
*BuildableBurningCampfires.esp
*NPCs use Ammo - Vanilla.esp
*SummerShortsRLD.esp
*Boonie Hats.esp
*VIO_Strap-On.esp
*LongerPowerLines3x.esp
*Sit Anywhere Re-Done.esp
*HN66Fo4_EarringsV1.esp
*HN66Fo4_Rings.esp
*CigaretteInMouth.esp
*Multiple Floors Sandboxing.esp
*SPECIAL-049.esp
*Realistic Death Physics - ALL DLC.esp
*Scouter_V1.1_by_Ruddy88.esp
*Scouter_AWKCR.esp
*Scouter-NamingPatch.esp
*FusionGenerator.esp
*Cozy Beds.esp
*MilitaryOutfit.esp
*TheKite_HCD_SynthUniform.esp
*TheKite_HCD_SynthUniform_Replacer.esp
*ARESAppleseed.esp
*Better Vendor Stalls.esp
*DimmerCigaretteLight.esp
*I.L.L.esp
*MonnoBikini.esp
*FemsheppingsSkyrimConversions_PetrovichJewelry.esp
*Modern Firearms - Weightless stuff.esp
*Realisticbullets-NC.esp
*NewCalibers_ModernFirearms.esp
*Weapons of Fate.esp
*NewCalibers_ModernSidearms.esp
*AutomatronSDTank.esp
*Stackable Brick Wall Foundations.esp
*Stahlhelm.esp
*Jumpsuit.esp
*TidySettlers.esp
*AkaMoveYourWorkbench.esp
*Power Radius 3x.esp
*Sporty Underwear.esp
*155mm Howitzer M1.esp
*Simple Artillery Strikes.esp
*HoloTime_2.esp
*Ada2Human.esp
*Snappable Covenant Walls.esp
*Custom Concrete with Glass.esp
*WOF_NCPatch.esp
*LMBTOverlays.esp
*Face Ripper Presets.esp
*GITS_suit_by_OniNigma.esp
*HaxRPG7.esp
*WaitAnywhere.esp
*MCM_Demo.esp
*QuickSwap.esp
*Orphans.esp
*FlirtyCommonwealth.esp
*FlirtyCommonwealthFemale.esp
*Kat's New Hairstyles1.4.esp
*AzarPonytailHairstyles.esp
*Hairstyles for Male and Female.esp
*Lots More Male Hairstyles.esp
*Preston Garvey custom hair.esp
*KSHairdos.esp
*NS Rugged Desdemona.esp
*HairVariations_Conversions.esp
*HairVariations_Elegant.esp
*HairVariations_FairyTails.esp
*HairVariations_Sophisticate.esp
*HairVariations_YoungAtHeart.esp
*MiscHairstyle.esp
*Wasteland Heroines Replacer3_1.0.0.esp
*Sinking Bodies.esp
*Animated_Fannies.esp
*ShadeArmorIV.esp
*DWT_Cricket_and_Guards.esp
*CuteOutfits.esp
*NO NPC GREETINGS.esp
*HN66-SiriusArmor.esp
*AddonPipboyHolotape.esp
*FV20_Triss.esp
*Dogmeat  A True Companion.esp
*Hot Mama Murphy.esp
*Curie no scar no tatto.esp
*advancedAITweaks.esp
*Crimsomrider's Unique Furniture.esp
*HighHeels.esp
*IMP.esp
*Ellie remake.esp
*Children Extended.esp
*Deeper Thoughts - Curie.esp
*DCE_female_body_replacer.esp
*KKYpampas.esp
*HAAS Physics.esp
*PortableCloningDevice.esp
*RemoteExplosives.esp
*Campsite.esp
*LIGA.esp
*PlayerHeadTracking.esp
*Water Tower Home.esp
*3DNPC_FO4Settler.esp
*WhirligigSentry.esp
*DualSurvivors.esp
*NukaRadBans.esp
*DD_Wasteland_Children_done_right.esp
*Mark and Recall.esp
*DualSurvivors_additionaldialogue.esp
*NL_NatWrightSettler.esp
*Unique Nat.esp
*Wasteland Heroines Replacer4_1.0.0.esp
*CompetitionSwimsuit.esp
*The Eyes Of Beauty.esp
*SimSettlements_LeaderPack_EllenTheCartographer_Patch.esp
*DMJremixAWKCR.esp
*DMJremix.esp
*Zenna PantyHose.esp
*NezzarLingerieCollection.esp
*NezzarUltimateCollection.esp
*Lazmans_highheels_outfits.esp
*TheKite_CaitSet.esp
*TheKite_Caitset_ReplacerAddon.esp
*BZW_Extravaganza.esp
*Crimsomrider's Tomb Raider.esp
*KSHairdos_oel.esp
SK_Leaders1.esp
*DA Merged 11 Pack.esp
*BareFootWetSuit.esp
*AnghelosRespawn.esp
*Follower Revive System.esp
*AA HotC - Standalone.esp
*ellen.esp
*Kira_place.esp
*Kira.esp
*DWT_TrashcanCarla_and_Guards.esp
*AkaWaterWorld.esp
*WoodenPrefabsExtended.esp
*Primez Military Fatigues.esp
*salvagebeacons.esp
*Wasteland Heroines Replacer_Ellen.esp
*ASA.esp
*WhirligigRadarStation.esp
*SettlementMenuManager.esp
*Hamed04 Sim Settlements Foundation AddOn.esp
*Sandbag Fortifications - Version 2C.esp
*SimSettlements_XPAC_RiseOfTheCommonwealth.esp
*LooksMenu.esp
*DiverseBodies.esp
*Lara's Wetsuit.esp
*spacefiddle_Follower-Stealth-Distance-Fixes.esp
*WhatsYourName.esp
*PoweredWaterpumpWithBathtub.esp
*Jewelries.esp
*Dickys Pinup Outfit.esp
*SimSettlements_XPAC_IndustrialRevolution.esp
*Afurn.esp
*Scrap Everything - Ultimate Edition.esp
*FPAttributes.esp
*FO4_AnimationsByLeito.esp
*EnhancedLightsandFX.esp
*4PlaySEU.esp
*FP_FamilyPlanningEnhanced.esp
*CWSS Redux.esp
*PHT_CWSS_Patch.esp
*LightUp2.0.esp
*Franky_Swimsuit.esp
*SlingBikini.esp
*Dongs_Of_Fallout.esp
*rufgt's Animations.esp
*StartMeUp.esp
*StartMeUp VIS.esp
*BarefootFootstepUniquePlayerAndFollowersVersion.esp
*AMS.esl
*LMNSOverlays.esl
*FrenchMaidFO4-CBBEPhysics.esl
*zgczilents.esl
*ARB.esl
*Quiet NPC foots.esl
*StarlightLOD.esl
*AllSetsExtendedCompacted.esl
*zgcquietrm
*TERABusinessCasual
*Dogs can grab player.esl
 

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Alpha 42 TEQUILAFIX posted.

 

1. Added error message for broken startups so people don't think the game is working when startup failed but its still semi-functional.
2. Added reminder in wizard to select at least 1 actor before proceeding.
3. Added French, Portuguese and Russian translations. Thank you @hkheung, @polistrio, @Di3sIrae and @fedim !
4. Reconfigured packages to hopefully create greater compatibility with other mods.
5. Added filtering out dead actors from wizard options.

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On 28.4.2018 at 12:33 AM, dagobaking said:

Enjoy!

 

lol. noted!

 

Try installing with the updated compatibility patch just posted. Make sure it over-writes everything it asks to.

ok i did but now in the animation framework is all ok and in sex em up its not more erect :smiley: ....i dont know to much for me^^

 

did you find out how its possible that´s female undress option is deactivate?

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There is also a second new line in there. I put it above in the file to share context with other entries. But, let me know if it is better to always put new lines at the bottom.

 

That line is:

 

$WIZARD_NO_ACTORS_ERROR    USE [PGDOWN] TO SELECT AT LEAST 1 ACTOR BEFORE PROCEEDING

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@dagobaking Man, your 'Known Issues' category on your main page sounds scary, lol. Been updating this mod every time I need to test my animations. This framework keeps getting better and better. Keep up the good work!

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3 minutes ago, rufgt said:

@dagobaking Man, your 'Known Issues' category on your main page sounds scary, lol. Been updating this mod every time I need to test my animations. This framework keeps getting better and better. Keep up the good work!

Shoot! I was hoping it sounded amusing.

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13 minutes ago, dagobaking said:

There is also a second new line in there. I put it above in the file to share context with other entries. But, let me know if it is better to always put new lines at the bottom.

 

That line is:

 

$WIZARD_NO_ACTORS_ERROR    USE [PGDOWN] TO SELECT AT LEAST 1 ACTOR BEFORE PROCEEDING

shit ! I missed it sorry

for the translation indeed it is simpler but do as you wish

 

Update FR for AAF_fr.TXT v 42

AAF_Fr.TXT

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18 hours ago, Jughandle said:

20180428133107_1.thumb.jpg.e285a6402754310416453be14782d19f.jpg

With AAF before the animation starts, the raider is in the RSE_FriendsAgain Faction.

 

20180428133130_1.thumb.jpg.bd345a11968f74fb277856d002c6ab11.jpg

With AAF after the animation starts, the raider has been removed from the RSE_FriendsAgain faction.

 

20180428140025_1.thumb.jpg.953ea4db3559997f474869912d156dac.jpg

With Four-Play before the animation starts, the raider is in the RSE_FriendsAgain faction.

20180428140051_1.thumb.jpg.4252dca887ee019544358eb988742149.jpg

With Four-Play after the animation starts, the raider is still in the RSE_FriendsAgain faction.

 

I didn't get a screenshot but after the animation plays with FP, the proper cooldown time runs for RSE before the raider is removed from the faction.

An important thing to know, that perhaps I may have missed somewhere along the way, but these two instances, are they using the same version of RSE? If so, that narrows the problem down further to the packaging on AAF.

 

For clarity, my packages are 'Travel' packages, where the location is the Player, typically within 150 game units. The flags I use are always the same, "Must complete, Allow Swimming, Ignore Combat, No Combat Alert and Preferred Speed (typically run or walk fast).

 

Now, because AAF is also using packages to move the participants in the sex scene, this could be causing the conflict as one package is certainly overruling the other - or as is more likely the case, the AI stack is throttling between the two.

 

But the bigger problem is the way the game handles ref aliases that are applied to the same NPC - in my experiences, it appears that when I put an NPC into a ref alias with an attached faction (for example), such as my pacification faction 'RSE_FriendsAgain', and then apply this same NPC to a second ref alias, it kind of erases whatever the first alias was doing to the NPC. So what I think we are seeing here, and sorry, I cannot verify as I am not FO4 capable for another week, but I believe we are seeing this exact thing happening, where AAF is putting a CSA rapist into its own ref alilas, which is removing the pacification faction (RSE_FriendsAgain), which causes instant hostility and thus breaks the CSAScript, as it cannot function with hostile actors - not from a programming choice but from a game engine limit where certain functions just will not work when an NPC is hostile to the player.

 

And if the above holds true, and you ARE using the same RSE version across your two tests, then this more or less confirms (without actual verification), that the ref aliases and attached packages in AAF are breaking the alias and packages in RSE, specifically when it comes to pacified hostiles.

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@dagobaking Some guy says that the 2 actors are positioned far from each other whenever they switch from my animations to Leito's. The same thing happens when transitioning from Leito's to mine. I tested this out and it seems like it changes depending on which one you started first. Starting mine first would change Leito's animation positions and vice versa. I thought it might have to do with something in the position XML file, but I'm not too sure.

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1 hour ago, Flashy (JoeR) said:

An important thing to know, that perhaps I may have missed somewhere along the way, but these two instances, are they using the same version of RSE? If so, that narrows the problem down further to the packaging on AAF.

Both were using v3.7.3 of RSE.  The only change between the two tests was using AAF and Four Play with both scenarios starting from a mod-free save.

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Some concerns about multi-race support :

 

The way AAF handles the addition of ActorTypes for now won't work once multiple people try to add stuff into the ActorTypes XML.

Unless there is a API function for that, haven't looked into that for now.

 

It seems more suitable to me to add the races right into the animation_data XML to associate every animation with the race they're meant to be used with and therefore the skeleton they were made for.

 

Also, does the wizard support non human actor types ?

After a short test of adding a new group in the Actor_types XML, they don't show up there.

 

 

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re dago

 

I have a problem with Rufgt (m / f) animation smooching and leito animation nothing serious.


when I run Rufgt smooching animation (Man / Woman) from the beginning it works but it moves the actors on all the other animations leito

photo 3-4-5


and

when I run the other animations leito, it is the animation of Rufgt that has the actors displaced.

image 1-2

 

That's what I did:

 

I just reinstall the game and run up the backup at the exit vault111 because I thought you could not be AAF installer before.

After being saved preston and back to the shrine, I saved and got out of the game.
After activating cbbe, lookmenu and save / quit the game, then, AAF, leito animation, Rufgt animation and dof ignotumvirum edition 0.2 then I recorded / quit the game.

I restarted the game and tested and it's still the same problem if I'm in the field or if the NPC is in the field.

 

cordially

Capture d'écran (38) .png

Capture d'écran (39) .png

Capture d'écran (40) .png

Capture d'écran (41) .png

Capture d'écran (42) .png

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22 hours ago, dagobaking said:

It looks like you got the controls sorted out. But, the debug panel should not look like that. It's broken. It should either hide itself or say debug mode on at the top if it is turned on.

 

In fact, this is what the bug looked like that v40 was supposed to fix. The change I made immediately fixed this for me. So, not sure how/why it could persist? Is this a screenshot of version 40 on a new game?

 

So, you were seeing two debug screens overlapping or something? I think I know what was causing that and it should be fixed in v40.

 

Thank you for pointing this out. Can you let me know what the other crosshair mods are that conflict?

 

Thank you Flashy. I am pretty sure that you're right that it's a package issue. The start/end events and the API/proxy seem to be working now. It's just that the packages that 4P ran are not the same as the ones that AAF uses currently. This can be fixed with some time/testing.

 

It comes back to something we already discussed before. The travel and wait packages do have interrupt flags allowed, including the aggro radius one. I eventually discovered that the other bug I was working on, the one that caused every NPC AI to break after a scene is caused by running a package with those interrupts turned off on the player when SetPlayerAIDriven (sp?) is on. SO, I think that the solution will be to have different travel/wait packages for NPCs and the player. What do you think? It's kind of a grind to set up to even test because there are 30 copies of 3 sets of packages/quests (to accommodate many simultaneous scenes) that have to be entered manually in CK. Each adjustment takes 20+ minutes to apply.

 

 

I believe those log entries are related to LLFP. I see them consistently. Not sure if they are causing any problems. It seems like they are maybe test functions that didn't get fully removed. @jaam

 

The debug should not stick like that. v40 was supposed to fix that.

Those are functions that are either not finished or will never be. I probably mixed my test and production psc at some point.

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Here is my test xmls for crazy animation gun version... Use at your own risks.

 

<meta title="Crazy_animationData.xml" version="0.1" dataSet="animation"/>
<defaults source="Crazy_Animations_Gun.esp"/>

 

I think if you have an other version you can change source in Crazy_animationData.xml to point to crazy .esp

 

I don't know if normal but when PC is selected as actor, animation need waiting for timeout before start. (PC taking the walking status)

 

Crazy_animationData.xml

Crazy_positionData.xml

 

Installer version: HERE

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