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Posted
13 minutes ago, MrToday said:

I believe I understand things better now but just wondering, Zaz Extended Skeleton is compatible with CBBE? Just asking because BodyTalk requires Extended Skeleton but as far as I know Extended Skeleton only works for BodyTalk and Fusion Girl

I use ZAZ just for my Bodytalk Male. I use EVB for my female, so you should be able to continue with CBBE..

Posted
3 hours ago, RitualClarity said:

AAF is designed to use whatever you want. Realistically and honestly that is the truth as I understand it. It will all work in regards to AAF.  The suggestions and such are for the newer individuals that are using the AAF adult mods (animations etc)  so that they get the results as advertised and many understand what is going on and can guide them with any issues that might arise.  The warnings.. or such as stated are for the noobs that don't have experience with modding Fallout 4 or in many cases any game at all.

The SFW guide has been updated and is more streamlined.  It is available now and believe it is in AAF (or where ever @dagobaking is putting the link, I forget where currently. It isn't the NSFW version. The NSFW version will likely get the same treatment due to numerous request (complaints) about content (having too much in links and such and not focused on getting it up and running)  haven't been able to get to do much other than the above section mentioned (but a much better layout and formatting lol) 

Bodytalk needs to be compatible with ALL animation packs without having to edit XML's before I even begin to help people troubleshoot it. If all the animation authors cant be reached or aren't available, and people are going to be forced to use a body that isn't compatible 100% with AAF then I'm not interested. Why not just change Bodytalk to use the same erection system as EVB if this is the case, instead of having 10 different XML patches and 5-10 new posts a week by people who cant get it working. Unless I'm missing something, I still have no clue why it was ever different to begin with. Like I said, I don't write code, but if you can change the XML yourself then why not just change the thing in Bodytalk. This has been a issue since the day it came out, so I'm having a hard time figuring out what the issue is or why it isn't just changed already. I have nothing against Bodytalk, I myself have checked it out and had it working no problem, but theres so many people that don't know what theyre doing and are constantly getting hung up on this. So many people cant even get basic AAF working, and were expecting them to understand how to change and edit XML's just to use it. It gets exhausting trying to explain to people what to do to fix it, to the point where I don't even respond anymore. Unless theres some technical reason why it just doesn't get changed, then I don't even know what to say anymore.

Posted
28 minutes ago, walkin said:

Bodytalk needs to be compatible with ALL animation packs without having to edit XML's before I even begin to help people troubleshoot it. If all the animation authors cant be reached or aren't available, and people are going to be forced to use a body that isn't compatible 100% with AAF then I'm not interested. Why not just change Bodytalk to use the same erection system as EVB if this is the case, instead of having 10 different XML patches and 5-10 new posts a week by people who cant get it working. Unless I'm missing something, I still have no clue why it was ever different to begin with. Like I said, I don't write code, but if you can change the XML yourself then why not just change the thing in Bodytalk. This has been a issue since the day it came out, so I'm having a hard time figuring out what the issue is or why it isn't just changed already. I have nothing against Bodytalk, I myself have checked it out and had it working no problem, but theres so many people that don't know what theyre doing and are constantly getting hung up on this. So many people cant even get basic AAF working, and were expecting them to understand how to change and edit XML's just to use it. It gets exhausting trying to explain to people what to do to fix it, to the point where I don't even respond anymore. Unless theres some technical reason why it just doesn't get changed, then I don't even know what to say anymore.

Part of it stems from 'too many cooks in the kitchen', as it were.
Without proper inter-communication between authors, these sorts of things happen, then you get patches to resolve conflicts for people, which can/do start to get a bit out of control very quickly.

It's slowly being resolved, but it usually takes time, especially when RL gets in the way, and there's only so much non-authors can do to help out [and we certainly don't need even more patches scattered around the place].

Posted

Part of the issue is that some animators recomend BT2 because their mod is steering towards making it necessary while others do not reference it. In my case, I was perfectly happy with EVB but erections through AAF were spotty at best and sometimes not ever going to happen. Had every "needed" patch and fix required and still no joy. Penis envy with the 8" boners seemed like an only option to at least have something sticking into something else. As a last resort, I downloaded BT2 and its' patches. Praise the lord for a miracle. Everything suspiciously started working. So I am stuck with BT2.  Also, why do we need patches for Leitos and Crazy to be AAF compatible. If it is for FP made animations to work, Leitos ran away from FP, 6 months ago. And why are we encouraging the mixing of the 2 systems' mods when they do not play well together and we open up just another excuse for a gamer to have an extra 10 FP related mods in their already broken load order?

Posted
16 minutes ago, maddadicusrex said:

Part of the issue is that some animators recomend BT2 because their mod is steering towards making it necessary while others do not reference it. In my case, I was perfectly happy with EVB but erections through AAF were spotty at best and sometimes not ever going to happen. Had every "needed" patch and fix required and still no joy. Penis envy with the 8" boners seemed like an only option to at least have something sticking into something else. As a last resort, I downloaded BT2 and its' patches. Praise the lord for a miracle. Everything suspiciously started working (except ferals) and so I am stuck with BT2. Not a big conspiracy kind of guy, but how hard is it to code in blocks to one body vs another. Just sayin? Also, why do we need patches for Leitos and Crazy to be AAF compatible. If it is for FP made animations to work, Leitos ran away from FP, 6 months ago. And why are we encouraging the mixing of the 2 systems' mods when they do not play well together and we open up just another excuse for a gamer to have an extra 10 FP related mods in their already broken load order?

I don't need this conversation going much farther than it has already. I was just responding to Ritual to basically say I think its too early to force people to use Bodytalk and the option to use both should stay. I understand why Fourplay .ESP and the proxy were removed from the AAF Compatibility Patch, this is good and was needed- I was one of the ones that was pushing for that to happen, but I don't understand why the decision was made to remove the option for EVB morphs as well. I just need to know the 1 question I asked earlier and probably should've just went on Discord to try and find out, so I'm going to leave this conversation at that. For me its really not that big of a deal anyways, I just think its going to mess a lot of people up with all these new XML's everyone and their grandma is making every other day. Now I'm not dissing those people who are only trying to help but I can see that its getting out of hand. Peoples XML's are going to be so fucked up, its going to be literally impossible to try to figure out what they got going on anymore.

Posted
8 hours ago, RitualClarity said:

It is available now and believe it is in AAF (or where ever @dagobaking is putting the link, I forget where currently.

Is there a new link? I assumed it was revised but still using the original link. So, I haven't changed those. @CGi may have put a hard copy in the FOMOD, I can't recall.

7 hours ago, maddadicusrex said:

In looking at some of Dago's posting, I do not believe he ever imagined AAF to become this Frankenstien morphing of fixes and patches and newbies that cannot help themselves from downloading everything marked AAF and then expecting to click a button to have everything work instantly.

More or less. I made it to be flexible and hoped that people would come up with new uses that I didn't think of. But, yeah, there are some unexpected things that cause some issues.

 

I figured that the XML would be accessible to some. But, I didn't think they would post patches as stand alone solutions so often. Instead, I imagined they would either give that code to content authors or the content authors would learn from it and adopt it into the original downloads. Then, no patches would be needed.

 

I also didn't realize that so many guides would come out so quickly. Ultimately, I think that it's a great thing that the guide authors have done. But, the quantity caused some fragmenting of understanding between everyone. There almost needs to be a guide for the guides.

7 hours ago, maddadicusrex said:

I know of what I speak, because some of these excuses were mine when I first tried AAF. (Dago hates me?). 

Hah. I don't hate you. We started off on the wrong foot. But, it's all good now.

4 hours ago, maddadicusrex said:

Also, why do we need patches for Leitos and Crazy to be AAF compatible. If it is for FP made animations to work, Leitos ran away from FP, 6 months ago.

I don't think Leito was interested in the XML coding part. I think he just wanted to focus on the animations. So, when someone else made the adjustments people were asking for he was happy to just make it a requirement rather than incorporate into the mod.

 

It's understandable. But, ideally, people could team up to consolidate some things into single downloads.

Posted

Just an aside. I use SKK Fast Start Settlement mod. Does not play well with AAF at start of new game. Will crash game 80% of the time. I disable AAF till after my new game sets up, then will activate AAF.

Posted
1 hour ago, dagobaking said:

Is there a new link? I assumed it was revised but still using the original link. So, I haven't changed those. @CGi may have put a hard copy in the FOMOD, I can't recall.

More or less. I made it to be flexible and hoped that people would come up with new uses that I didn't think of. But, yeah, there are some unexpected things that cause some issues.

 

 

No. The SFW is still the same, copied over. Sorry if it was confusing. I wasn't sure where you had that link. The NSFW link is on this site. I thought the SFW link was with documentation for AAF. In any case people are constantly on the guide and these change out regularly so where ever it is, people are getting it.. (at least the guide ;):P lol)

 

 

Posted
15 hours ago, maddadicusrex said:

In looking at some of Dago's posting, I do not believe he ever imagined AAF to become this Frankenstien morphing of fixes and patches and newbies that cannot help themselves from downloading everything marked AAF and then expecting to click a button to have everything work instantly. And when that does not happen, they throw out an 150 mod load order at us and plead, help me. After 4 failures, I basically took a handful of mods to start AAF up, testing each addition or subtraction to see what worked.

 

And basically, that is all you need to get AAF going. AAF,a current F4SE, Looksmenu, Basic Theme Packs and Atomic Lust. And voila, it works.

Yep... the SFW has only one Pose mod to install to get it working. No bodies no other items beyond  F4SE, Looks Menu then AAF and that mod. 4 things. That is all.  The NSFW version will be something similar with minimum mods to set up to get your AAF working.
 

We must stop moddlecoddling folks who refuse to play by basic rules that simple is better. If your AAF was never running with 6 mods, why would you think it would run with 25 more added on.

That is a constant battle from this game, to the next. From Oblivion to Fallout 4.. each generation of mod users that come start that way and have to learn. they either learn or quit. There are constant streams of advice to keep it simple use this and then test but they don't listen.  For stopping "moddercoddling" it does happen, when the support group gets sick and tired of trying to guide someone that doesn't want to listen.

We should be telling everyone to start a test save to play with AAF, disable every sex type mod they have, and start off enabling or downloading those primary to just getting AAF to run well. They then come to us for help as they add a pack with patches to see what is next. Simple, effective and a no excuse way for everyone to have AAF in their home.

Your preaching to the choir and nobody else is at church ;) If I had a dime for each time someone this site or another stated that, I'd not need to work and would be able to devote full time to personalized support. :( It is sad but true. 

No more AAF "sucks", "too complicated", "the dog ate my mod list", "I will wait for Sextout", "nobody will help me", and "Dago hates me"...I know of what I speak, because some of these excuses were mine when I first tried AAF. (Dago hates me?). We need to protect gamers from themselves by not trying to get all their downloads to play nice, but to get only the necessary handful to do so. 

You cannot protect gamers from themselves. There is a mod on this site that is specificly for teaching mod users modding lessons and still, they don't get it and do what they want how they want and expect it to work the way they thing it should work and some even argue with you about it.

Above specific comments in green. .

13 hours ago, walkin said:

Bodytalk needs to be compatible with ALL animation packs without having to edit XML's before I even begin to help people troubleshoot it. If all the animation authors cant be reached or aren't available, and people are going to be forced to use a body that isn't compatible 100% with AAF then I'm not interested. Why not just change Bodytalk to use the same erection system as EVB if this is the case, instead of having 10 different XML patches and 5-10 new posts a week by people who cant get it working. Unless I'm missing something, I still have no clue why it was ever different to begin with. Like I said, I don't write code, but if you can change the XML yourself then why not just change the thing in Bodytalk. This has been a issue since the day it came out, so I'm having a hard time figuring out what the issue is or why it isn't just changed already. I have nothing against Bodytalk, I myself have checked it out and had it working no problem, but theres so many people that don't know what theyre doing and are constantly getting hung up on this. So many people cant even get basic AAF working, and were expecting them to understand how to change and edit XML's just to use it. It gets exhausting trying to explain to people what to do to fix it, to the point where I don't even respond anymore. Unless theres some technical reason why it just doesn't get changed, then I don't even know what to say anymore.

There is no reason you need to use BT or any other body mods you don't want to. So long as what you use works for you, great!  This change is for the  guide etc. 

Posted
4 hours ago, maddadicusrex said:

Just an aside. I use SKK Fast Start Settlement mod. Does not play well with AAF at start of new game. Will crash game 80% of the time. I disable AAF till after my new game sets up, then will activate AAF.

Anything is possible. I'm not familiar with that mod's files. But, it doesn't seem like the type of mod that would interfere with AAF.

3 hours ago, RitualClarity said:

No. The SFW is still the same, copied over. Sorry if it was confusing. I wasn't sure where you had that link. The NSFW link is on this site. I thought the SFW link was with documentation for AAF. In any case people are constantly on the guide and these change out regularly so where ever it is, people are getting it.. (at least the guide ;):P lol)

 

 

Sounds good. Yeah. It's linked to from multiple places.

Posted
2 hours ago, dagobaking said:

Anything is possible. I'm not familiar with that mod's files. But, it doesn't seem like the type of mod that would interfere with AAF.

Sounds good. Yeah. It's linked to from multiple places.

That reminds me there is something else that I need to add to it... for support purposes... ;)

Posted

Hey there kind Sirs,

I am experiencing silent crashes with AAF when using it together with the latest DEF_UI (and VIS-G) for 138.

 

You can find the start of the problem discussion here (there is somebody else with the exact same problem): 

 

But I'll sum it up for you as well.

 

When using the latest version of AAF, with the latest game version, latest F4SE and the DEF_UI for 138 (which can currently only be downloaded from the authors discord) we are experiencing:

- crash on start

- crash on load

- working game (new or load) but crash on pipboy when switching between DATA/INV tabs.

 

For me, the crashes only start coming as soon as I start AAF once via the HOME key. If I never do that, I can play for hours with no problems. But as soon as I do it once, my game experiences crashes and the saves get corrupted. (Maybe a script doesn't terminate properly???)

 

We can rule out improper installations and have followed the AAF guides on LL in detail.

I just downloaded the AAF GFV tool and let it scan my installation - no problems.

DEF_UI is still called a BETA, but I myself have played well over 20hrs with it (without AAF) and I had no visible bugs, no crashes and no other hickups.

I have many more Interface/HUD mods installed (such as VIS-G, Immersive HUD, Hour Time Widget) and everything works fine UNTIL AAF comes into the mixture, then everything "goes to town".

 

We believe, this is caused by an incompatibility between AAF and DEF_UI and would be super glad if you could look into this.

But take your time, we all have real life too, it's summer, etc...

 

Thanks a lot and keep up the good work :)

Posted
20 hours ago, dagobaking said:

Is there a new link? I assumed it was revised but still using the original link. So, I haven't changed those. @CGi may have put a hard copy in the FOMOD, I can't recall.

i removed all guides from all packages that had copies in them.
The last one was the AAFCP which had been replaced and no guide was added to the replacement.
A link is given though but it's a perma link so i never checked if it needs updating.

Posted
5 hours ago, CGi said:

i removed all guides from all packages that had copies in them.
The last one was the AAFCP which had been replaced and no guide was added to the replacement.
A link is given though but it's a perma link so i never checked if it needs updating.

The link I gave for the NSFW and the SFW is still the link being used if that is what you are asking.  the NSFW version has a link here but the SFW need a location and as far as I know it has one. (not sure where but am confident it is where dago wanted it. )   I copy paste over this document when there is changes from a development document

Posted
On 6/25/2019 at 6:00 AM, XenonS3 said:

When using the latest version of AAF, with the latest game version, latest F4SE and the DEF_UI for 138 (which can currently only be downloaded from the authors discord) we are experiencing:

The DEF_UI author(s) would be in a better position to understand what they added that results in the conflict if it's something they are currently working on. Sounds like it if it's some dev build on discord only.

 

My understanding is that many users have been able to use the more public version with AAF without crashing.

On 6/25/2019 at 9:24 AM, CGi said:

i removed all guides from all packages that had copies in them.
The last one was the AAFCP which had been replaced and no guide was added to the replacement.
A link is given though but it's a perma link so i never checked if it needs updating.

Good. The best way as updates require fewer file changes.

Posted

I'm trying to add certain furniture to be used in animations. I'm hoping that it can be done solely through editing the XML files. Here's my question:

 

If I want to add some furniture to an XML file that begins with:

 

<meta title="SavageCabbage_furnitureData.xml" version="1.0" dataSet="furniture"/>
<defaults source="Fallout4.esm"/>

 

And I want to add in furniture that comes from a different source - 

 

<defaults source="ccEEJFO4002-nuka.esl"/>

 

and the furniture names are

 

<group id="Double_Bed">
    <furniture form="839" id="ccEEJFO4002_NukaGirlBedDouble"/>
    <furniture form="83A" id="ccEEJFO4002_NukaGirlBedDouble2"/>
    <furniture form="83B" id="ccEEJFO4002_NukaQuantumBedDouble"/>
</group>
 

How should I modify the XML file?

 

 

 

Posted

Hello! I'd like to know, that is there anyway to remove or block certain animations to be used in sex scenes? And if there is, how I could do that? Thank you already!

Posted
17 hours ago, Tanglin said:

I'm trying to add certain furniture to be used in animations. I'm hoping that it can be done solely through editing the XML files. Here's my question:

 

If I want to add some furniture to an XML file that begins with:

 

<meta title="SavageCabbage_furnitureData.xml" version="1.0" dataSet="furniture"/>
<defaults source="Fallout4.esm"/>

 

And I want to add in furniture that comes from a different source - 

 

<defaults source="ccEEJFO4002-nuka.esl"/>

 

and the furniture names are

 

<group id="Double_Bed">
    <furniture form="839" id="ccEEJFO4002_NukaGirlBedDouble"/>
    <furniture form="83A" id="ccEEJFO4002_NukaGirlBedDouble2"/>
    <furniture form="83B" id="ccEEJFO4002_NukaQuantumBedDouble"/>
</group>
 

How should I modify the XML file?

 

 

 

Assuming that the form id are right and they are in the category (ie group) you want, you could just do this:

 

<group id="Double_Bed">
    <furniture form="839" id="ccEEJFO4002_NukaGirlBedDouble" source="ccEEJFO4002-nuka.esl"/>
    <furniture form="83A" id="ccEEJFO4002_NukaGirlBedDouble2" source="ccEEJFO4002-nuka.esl"/>
    <furniture form="83B" id="ccEEJFO4002_NukaQuantumBedDouble" source="ccEEJFO4002-nuka.esl"/>
</group>

The default source in the header is only used if a source isn't defined within the furniture node.

4 hours ago, Revora said:

Hello! I'd like to know, that is there anyway to remove or block certain animations to be used in sex scenes? And if there is, how I could do that? Thank you already!

You could remove the position nodes in the position XML that point to them.

Posted

I cant start aimations on AAF=related mods in the latest version 81 beta. Just standing stll, Clean intsall, allanimation packs present, actors are stnading stillю Starting a new game, becase nothing works

Posted
5 hours ago, dagobaking said:

Assuming that the form id are right and they are in the category (ie group) you want, you could just do this:

 


<group id="Double_Bed">
    <furniture form="839" id="ccEEJFO4002_NukaGirlBedDouble" source="ccEEJFO4002-nuka.esl"/>
    <furniture form="83A" id="ccEEJFO4002_NukaGirlBedDouble2" source="ccEEJFO4002-nuka.esl"/>
    <furniture form="83B" id="ccEEJFO4002_NukaQuantumBedDouble" source="ccEEJFO4002-nuka.esl"/>
</group>

The default source in the header is only used if a source isn't defined within the furniture node.

 

Thank you! AAF is able to detect the beds when scanning for furniture. Gonna start adding in all the Creation Club furniture now.

Posted

Okay, the Creation Club furniture is found when AAF scans for positions, but when selecting animations, it says no so and so combination animation is found. Is there another XML file I need to edit?

Posted
2 hours ago, Clegane said:

I cant start aimations on AAF=related mods in the latest version 81 beta. Just standing stll, Clean intsall, allanimation packs present, actors are stnading stillю Starting a new game, becase nothing works

Make sure F4SE and Looksmenu are updated, then disable every sex mod, every sex mod patch. Enable F4SE,Looksmenu,AAF, Basic Themes Pack, Atomic Lust. Test AAF in new game. When that works and it will, get back to us, because it all works after update. You messed up somewhere. Figure it out by starting simple, then add animation packs with their patches, try it, then move onto the next step..

Posted
1 hour ago, Tanglin said:

Thank you! AAF is able to detect the beds when scanning for furniture. Gonna start adding in all the Creation Club furniture now.

Cool. A welcome project.

1 hour ago, Tanglin said:

Okay, the Creation Club furniture is found when AAF scans for positions, but when selecting animations, it says no so and so combination animation is found. Is there another XML file I need to edit?

Hm. In order for there to be animations to play, you need:

 

A) To select Actor(s) that an installed animation is made for (ie. in the animation XML it defines actors with the same gender and skeletons).

B) At least one installed position XML (using animation from A) that lists the furniture group that your furniture is in as a location.

 

It sounds like you may just not have a furniture animation installed that matches what you are selecting.

1 hour ago, maddadicusrex said:

Figure it out by starting simple, then add animation packs with their patches, try it, then move onto the next step..

Exactly.

Posted
58 minutes ago, dagobaking said:

Cool. A welcome project.

Hm. In order for there to be animations to play, you need:

 

A) To select Actor(s) that an installed animation is made for (ie. in the animation XML it defines actors with the same gender and skeletons).

B) At least one installed position XML (using animation from A) that lists the furniture group that your furniture is in as a location.

 

It sounds like you may just not have a furniture animation installed that matches what you are selecting.

 

 

For the purpose of testing, I'm using Atomic Lust animations. I have two beds in my settlement - the Vault Bed, which has always been in Atomic Lust; and a bed from Creation Club.

 

Here are the relevant files:

 

Atomic Lust_furnitureData.xmlAtomic Lust_positionData.xmlAtomic Lust_animationData.xml

 

As you can see, I have amended only Atomic Lust_furnitureDate.xml by adding a single line so that the furniture group looks like this:

 

<group id="Single Bed">
    <furniture form="001340D3" id="NpcBedMetalLay01"/>
    <furniture form="001340D4" id="NpcBedMetalLay02"/>
    <furniture form="0014EA9F" id="NpcBedMetalLay02Dbl"/>
    <furniture form="000AB567" id="NpcBedVaultLay01"/>
    <furniture form="0004329F" id="NpcBedVaultLay02"/>
    <furniture form="0018C56F" id="WorkshopNpcBedMetalLay01"/>
    <furniture form="0001E34D" id="WorkshopNpcBedMetalLay02DblNoEdit"/>
    <furniture form="00052390" id="WorkshopNpcBedMetalLay02NoEdit"/>
    <furniture form="00118F4B" id="WorkshopNpcBedVaultLay01"/>
    <furniture form="00249040" id="WorkshopNpcBedVaultLay01DblNoEdit"/>
    <furniture form="0018E7A9" id="WorkshopNpcBedVaultLay01NoEdit"/>
    <furniture form="84E" id="EEJFO4001_VaultBedRed" source="cceejfo4001-decorationpack.esl"/>
</group>

 

For testing, I selected my female character and a male settler and  AAF was able to pick up the new furniture when scanning for available positions. However, once I had selected the new furniture, no animations were found. But when I then selected the vanilla Vault Bed, I could see Atomic Cowgirl as the available animation.

 

 

 

 

Posted
7 hours ago, maddadicusrex said:

Make sure F4SE and Looksmenu are updated, then disable every sex mod, every sex mod patch. Enable F4SE,Looksmenu,AAF, Basic Themes Pack, Atomic Lust. Test AAF in new game. When that works and it will, get back to us, because it all works after update. You messed up somewhere. Figure it out by starting simple, then add animation packs with their patches, try it, then move onto the next step..

Done all this, all new and up-to -date

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