VonHelton Posted November 7, 2019 Share Posted November 7, 2019 3 hours ago, GoldenRain said: Is the error in regards to length of the animation being doubled from looping? If so I have the same issue, but the animations still play? At least the staged animations still get chosen and play I uninstalled all the mods that play animations in sequence. I tried deleting some mods, to no effect. I then reinstalled AAF, and now it displays dollar signs in front of everything & refuses to operate at all. I'll try a third install & see if that rights everything. Edit: Uninstalled/Reinstalled AAF yet a 3rd time. Dollar signs persist. Deleted some old saves. Dollar signs persist. Even started a new game. Dollar signs persist. Manually installed AAF, file by file. Dollar signs persist. Link to comment
dagobaking Posted November 7, 2019 Author Share Posted November 7, 2019 Dollar sign variables would happen if the language files were missing or something outside of AAF was broken. Link to comment
maddadicusrex Posted November 7, 2019 Share Posted November 7, 2019 3 hours ago, VonHelton said: I uninstalled all the mods that play animations in sequence. I tried deleting some mods, to no effect. I then reinstalled AAF, and now it displays dollar signs in front of everything & refuses to operate at all. I'll try a third install & see if that rights everything. Edit: Uninstalled/Reinstalled AAF yet a 3rd time. Dollar signs persist. Deleted some old saves. Dollar signs persist. Even started a new game. Dollar signs persist. Manually installed AAF, file by file. Dollar signs persist. I just went through that. After a number of attempts at fixes. I uninstalled all things related to AAF ,then enabled bits and pieces ,reinstalling the One Patch and One Patch Fix each time. Resolved itself. Link to comment
dagobaking Posted November 7, 2019 Author Share Posted November 7, 2019 Is this with a particular mod manager? Link to comment
General_GR Posted November 7, 2019 Share Posted November 7, 2019 Recently i started fo4 again and i updated my mods, i select 2 actors the animations starts as normal but when i press to change to a different animation it wont change, it stays on the same animation, when i try with player the animation changes but the partner wont change. so as of now im stuck to only 1 animation then having to restart the entire process again, any idea what i might have done wrong? Link to comment
dagobaking Posted November 7, 2019 Author Share Posted November 7, 2019 46 minutes ago, General_GR said: Recently i started fo4 again and i updated my mods, i select 2 actors the animations starts as normal but when i press to change to a different animation it wont change, it stays on the same animation, when i try with player the animation changes but the partner wont change. so as of now im stuck to only 1 animation then having to restart the entire process again, any idea what i might have done wrong? This has to do with a particular patch/animationPack that has something wrong in the XML. I'm not sure what specific mod it is. 1 Link to comment
VonHelton Posted November 7, 2019 Share Posted November 7, 2019 6 hours ago, dagobaking said: Dollar sign variables would happen if the language files were missing or something outside of AAF was broken. Nothing was altered except AAF. 6 hours ago, dagobaking said: Is this with a particular mod manager? I know alot of people use MO2, but it's kinda dated.......I use Vortex. Link to comment
VonHelton Posted November 7, 2019 Share Posted November 7, 2019 6 hours ago, maddadicusrex said: I just went through that. After a number of attempts at fixes. I uninstalled all things related to AAF ,then enabled bits and pieces ,reinstalling the One Patch and One Patch Fix each time. Resolved itself. I'm reinstalling as we speak........I almost had Liberty Prime done!! Link to comment
VonHelton Posted November 7, 2019 Share Posted November 7, 2019 NOTE: Installing v101 might've fixed the problem, since I was on v97........But, v101 wasn't on the Nexus, and I couldn't find it on Discord. Link to comment
GoldenRain Posted November 8, 2019 Share Posted November 8, 2019 9 hours ago, dagobaking said: This has to do with a particular patch/animationPack that has something wrong in the XML. I'm not sure what specific mod it is. I am on aaf 93 and I only started to have this issue somewhat recently. I'll try uninstalling the most recent packs until it goes away then reinstall the other packs to see if it comes back and I'll let you know what packs on my end are causing this issue.@General_GR are you running any of the following: - LazmanPoses AAF - Devious Devices Face Morph - Atomic Lust - Release_Bad End - Violate Purgatory - Stop Drop Pose - Release_CreaturePack All of these are up to date Edit: @ Dago and General I took a stab in the dark and assumed that something wasn't installed correctly DING DING DING Devious Devices Face Morph's page mentions in the Requirements " The LLFP F4SE Plugin, version 35 or newer. Note that AAF version Beta 103 or newer already includes this version of the LLFP library, so you only need to download LLFP separately if you are using a version of AAF older than Beta 103. " Problem solved switching animations through the wizard now works fine just fine Link to comment
GoldenRain Posted November 8, 2019 Share Posted November 8, 2019 3 hours ago, VonHelton said: NOTE: Installing v101 might've fixed the problem, since I was on v97........But, v101 wasn't on the Nexus, and I couldn't find it on Discord. What I am going to do before I end up trying FG and BT with the One Patch (after the next stable update) is copy my entire Fallout4 and Fallout 4 folders and paste in their own folders just in case everything is for not. Might be too late, but you could do the same, but in reverse. Link to comment
VonHelton Posted November 8, 2019 Share Posted November 8, 2019 9 hours ago, GoldenRain said: Edit: @ Dago and General I took a stab in the dark and assumed that something wasn't installed correctly DING DING DING Devious Devices Face Morph's page mentions in the Requirements " The LLFP F4SE Plugin, version 35 or newer. Note that AAF version Beta 103 or newer already includes this version of the LLFP library, so you only need to download LLFP separately if you are using a version of AAF older than Beta 103. " Problem solved switching animations through the wizard now works fine just fine Well, AAF isn't working again (brand new install), so I'll try this........!! EDIT.........AAF still refusing to open. Guess I'll wait until v101, v102 or v103 is released. All is not lost, I still have SEU & Autonomy Enhanced v106 to keep things rolling along. 1 Link to comment
GoldenRain Posted November 9, 2019 Share Posted November 9, 2019 18 hours ago, VonHelton said: Well, AAF isn't working again (brand new install), so I'll try this........!! EDIT.........AAF still refusing to open. Guess I'll wait until v101, v102 or v103 is released. All is not lost, I still have SEU & Autonomy Enhanced v106 to keep things rolling along. AAF 105 beta is now out Link to comment
dagobaking Posted November 9, 2019 Author Share Posted November 9, 2019 New AAF: ## [Beta 105] - 2019-11-8 ### Added - isOverride attribute to topic XML topic nodes. Allows forcing usage of specific conditions. Helpful for instance when trying to make unique audio for individual characters. ### Fixed - Issue of unknown effect related to animationMeta morph nodes when male-or-female options defined. - "morph" value nodes in Animation XML freezing animations when no target attribute is included and is not first node. ## [Beta 104] - 2019-11-5 ### Added - "lock" attribute to mfgSet XML setting node. This allows authors to apply multiple mfgSets at once where the one that is locked will not have its settings affected by the second mfgSet. - ApplyMFGSet to API. Allows applying an mfgSet defined in XML to an actor via Papyrus function. See docs. - AddMFGBlock to API. Allows blocking specific MFG morphs from being affected by AAF mfg settings on a specific actor. - RemoveMFGBlock to API. Removes an mfg block. ### Fixed - condition XML not working for some attributes. ## [Beta 103] - 2019-11-3 ### Changed - To latest LLFP (v35) ## [Beta 102] - 2019-11-1 ### Added - mfgSet attribute to action XML target and self nodes. Note: this is the preferred way to apply animation context specific mfg instructions. Future features will allow stat driven mfg settings through reactions to work in tandem with action driven mfg settings. - topicGroupID attribute to action XML target and self nodes. This is an improved way to control what actors say during animations. Using sayTopic via reactionSets is now considered deprecated. - conditions attribute to topic nodes. This works in tandem with topicGroupID on action nodes to control what actors say during animations. ### Changed - AAF_debug_on_at_boot to a constant. - mfg in value node behavior. Preventing it from resetting on loop to minimize stuttering morphs. - Reversed previous topic audio stop on animation change as it's not the right solution. - Marked various items in the docs as deprecated where necessary. ## [Beta 101] - 2019-10-28 ### Fixed - topic audio continuing past the animations they were set up for. - FOMOD issue causing install to sometimes fail through Vortex. ### Added - mfgSet XML type. Allows defining a set of MFG facial expression commands. See docs. (Thanks to EgoBallistic and shad0wshayd3 for f4se-plugin-side work) - mfg Node type to expression XML. Allows including mfgSet references in the existing expression system. See docs. (connectable to reactions, etc.) - startExpression attribute to animation XML actor nodes. Allows starting an animation loop with a specific expression. See docs. - mfg settings from before AAF animation are copied to the PC clone. - "mfg" to animation XML value nodes. Allows affecting individual MFG morphs with timing and blending the same way body morphs are configured. See docs. - AAF_BlockMFG_All and AAF_BlockMFG_Mouth keywords. For blocking AAF MFG effects on specific actors. ### Changed - Load/Save data optimization (Thanks again to EgoBallistic) ## [Beta 100] - 2019-10-15 ### Fixed - isOverride attribute in condition node only allowed one sub-node. ## [Beta 99] - 2019-10-6 ### Added - AAF_debug_on_at_boot globalVariable to .esm file. If this is set to anything other than 0, AAF will show the debug window at boot-up like the old days. This can be helpful for mod authors troubleshooting. Option to install with this enabled in FOMOD. ### Fixed - Sorting actors and furniture by distance wasn't working. ## [Beta 98] - 2019-9-24 ### Fixed - Companions not changing animations when PC has weapon drawn. ### Added - isOverride special attribute for condition nodes. Allows either/or choices for things like unique actor voices for sayTopic (see condition node wiki entry). https://www.nexusmods.com/fallout4/mods/31304 1 Link to comment
VonHelton Posted November 9, 2019 Share Posted November 9, 2019 54 minutes ago, GoldenRain said: AAF 105 beta is now out Cross yer fingers, folks! 2 Link to comment
GoldenRain Posted November 9, 2019 Share Posted November 9, 2019 I altered the formation xml by "slightly" increasing it a few rows and columns. First Spoiler contains the copy and pasted difference. Spoiler <formation id="Row"> <actor x="0" y="0" a="0"/> <actor x="-50" y="0" a="0"/> <actor x="50" y="0" a="0"/> <actor x="-100" y="0" a="0"/> <actor x="100" y="0" a="0"/> <actor x="-150" y="0" a="0"/> <actor x="150" y="0" a="0"/> <actor x="-200" y="0" a="0"/> <actor x="200" y="0" a="0"/> <actor x="-250" y="0" a="0"/> <actor x="250" y="0" a="0"/> <actor x="-300" y="0" a="0"/> <actor x="300" y="0" a="0"/> <actor x="-350" y="0" a="0"/> <actor x="350" y="0" a="0"/> <actor x="-400" y="0" a="0"/> <actor x="400" y="0" a="0"/> <actor x="-450" y="0" a="0"/> <actor x="450" y="0" a="0"/> <actor x="-500" y="0" a="0"/> <actor x="500" y="0" a="0"/> <actor x="-550" y="0" a="0"/> <actor x="550" y="0" a="0"/> <actor x="-600" y="0" a="0"/> <actor x="600" y="0" a="0"/> <actor x="-650" y="0" a="0"/> <actor x="650" y="0" a="0"/> <actor x="-700" y="0" a="0"/> <actor x="700" y="0" a="0"/> <actor x="-750" y="0" a="0"/> <actor x="750" y="0" a="0"/> <actor x="-800" y="0" a="0"/> <actor x="800" y="0" a="0"/> <actor x="-850" y="0" a="0"/> <actor x="850" y="0" a="0"/> </formation> <formation id="Column"> <actor x="0" y="0" a="0"/> <actor x="0" y="-50" a="0"/> <actor x="0" y="-100" a="0"/> <actor x="0" y="-150" a="0"/> <actor x="0" y="-200" a="0"/> <actor x="0" y="-250" a="0"/> <actor x="0" y="-300" a="0"/> <actor x="0" y="-350" a="0"/> <actor x="0" y="-400" a="0"/> <actor x="0" y="-450" a="0"/> <actor x="0" y="-500" a="0"/> <actor x="0" y="-550" a="0"/> <actor x="0" y="-600" a="0"/> <actor x="0" y="-650" a="0"/> <actor x="0" y="-700" a="0"/> <actor x="0" y="-750" a="0"/> <actor x="0" y="-800" a="0"/> <actor x="0" y="-850" a="0"/> <actor x="0" y="-900" a="0"/> <actor x="0" y="-950" a="0"/> <actor x="0" y="-1000" a="0"/> <actor x="0" y="-1050" a="0"/> <actor x="0" y="-1100" a="0"/> <actor x="0" y="-1150" a="0"/> <actor x="0" y="-1200" a="0"/> <actor x="0" y="-1250" a="0"/> <actor x="0" y="-1300" a="0"/> <actor x="0" y="-1350" a="0"/> <actor x="0" y="-1400" a="0"/> <actor x="0" y="-1450" a="0"/> <actor x="0" y="-1500" a="0"/> <actor x="0" y="-1550" a="0"/> <actor x="0" y="-1600" a="0"/> <actor x="0" y="-1650" a="0"/> <actor x="0" y="-1700" a="0"/> </formation> It works out to 70 I also Edited the previously edited AAF equipmentsetdata xml that I got from one of my favorite LL posters. I altered isFemale=true portion to not unequip nor requip chokers (beard slot), rings, and gloves (long ass fake fingernails from HN66s and Xazomns French Nails mod). That way they do not interfere with DD since the No Strip manager has priority over DD, but because DD is DD the item is "equiped" even though you do not see yourself wearing it. Example DD Mittens and any torture device 'spell' will be applied, but visually my PC has long ass fake ass french nails on. Mean while the restraints are still requiring the key to "remove" so that the Torture Devices 'spell' will end. Spoiler ******[Do not copy and paste!!!]****** This is only the isFemale=true portion <equipmentSet id="unEquip"> <condition isFemale="true"> <unEquip bipedSlot="Hair Top"/> <unEquip bipedSlot="Hair Long"/> <unEquip bipedSlot="FaceGen Head"/> <unEquip bipedSlot="BODY"/> <unEquip bipedSlot=" Torso"/> <unEquip bipedSlot=" L Arm"/> <unEquip bipedSlot=" R Arm"/> <unEquip bipedSlot=" L Leg"/> <unEquip bipedSlot=" R Leg"/> <unEquip bipedSlot="[A] Torso"/> <unEquip bipedSlot="[A] L Arm"/> <unEquip bipedSlot="[A] R Arm"/> <unEquip bipedSlot="[A] L Leg"/> <unEquip bipedSlot="[A] R Leg"/> <unEquip bipedSlot="Headband"/> <unEquip bipedSlot="Eyes"/> <unEquip bipedSlot="Mouth"/> <unEquip bipedSlot="Neck"/> <unEquip bipedSlot="Scalp"/> <unEquip bipedSlot="Unnamed1"/> <unEquip bipedSlot="Unnamed2"/> <unEquip bipedSlot="Unnamed3"/> <unEquip bipedSlot="Unnamed4"/> <unEquip bipedSlot="Unnamed5"/> <unEquip bipedSlot="Shield"/> <unEquip bipedSlot="FX"/> <unEquip bipedSlot="Possibly Weapons1"/> <unEquip bipedSlot="Possibly Weapons2"/> <unEquip bipedSlot="Possibly Weapons3"/> <unEquip bipedSlot="Possibly Weapons4"/> <unEquip bipedSlot="Possibly Weapons5"/> <unEquip bipedSlot="Possibly Weapons6"/> <unEquip bipedSlot="Possibly Weapons7"/> <unEquip bipedSlot="Possibly Weapons8"/> <unEquip bipedSlot="Possibly Weapons9"/> <unEquip bipedSlot="Possibly Weapons10"/> <unEquip bipedSlot="Possibly Weapons11"/> <unEquip bipedSlot="Possibly Weapons12"/> </condition> </equipmentSet> <equipmentSet id="reEquip"> <condition isFemale="true"> <reEquip bipedSlot="Hair Top"/> <reEquip bipedSlot="Hair Long"/> <reEquip bipedSlot="FaceGen Head"/> <reEquip bipedSlot="BODY"/> <reEquip bipedSlot=" Torso"/> <reEquip bipedSlot=" L Arm"/> <reEquip bipedSlot=" R Arm"/> <reEquip bipedSlot=" L Leg"/> <reEquip bipedSlot=" R Leg"/> <reEquip bipedSlot="[A] Torso"/> <reEquip bipedSlot="[A] L Arm"/> <reEquip bipedSlot="[A] R Arm"/> <reEquip bipedSlot="[A] L Leg"/> <reEquip bipedSlot="[A] R Leg"/> <reEquip bipedSlot="Headband"/> <reEquip bipedSlot="Eyes"/> <reEquip bipedSlot="Mouth"/> <reEquip bipedSlot="Neck"/> <reEquip bipedSlot="Scalp"/> <reEquip bipedSlot="Unnamed1"/> <reEquip bipedSlot="Unnamed2"/> <reEquip bipedSlot="Unnamed3"/> <reEquip bipedSlot="Unnamed4"/> <reEquip bipedSlot="Unnamed5"/> <reEquip bipedSlot="Shield"/> <reEquip bipedSlot="FX"/> <reEquip bipedSlot="Possibly Weapons1"/> <reEquip bipedSlot="Possibly Weapons2"/> <reEquip bipedSlot="Possibly Weapons3"/> <reEquip bipedSlot="Possibly Weapons4"/> <reEquip bipedSlot="Possibly Weapons5"/> <reEquip bipedSlot="Possibly Weapons6"/> <reEquip bipedSlot="Possibly Weapons7"/> <reEquip bipedSlot="Possibly Weapons8"/> <reEquip bipedSlot="Possibly Weapons9"/> <reEquip bipedSlot="Possibly Weapons10"/> <reEquip bipedSlot="Possibly Weapons11"/> <reEquip bipedSlot="Possibly Weapons12"/> </condition> 2 Link to comment
Guest Posted November 9, 2019 Share Posted November 9, 2019 With a mid-save upgrade from 97 to 105. I did a very cursory smoke test and found that load time is greatly improved!! Sadly the few random animations I happened to pick were stripping only a few random clothing items from the actors and moving (page down) to other animations caused them to put more clothes back on--by random I mean I don't understand why, some stripped were slot 33, others not, some actors have everything except 33 stripped, and so on. I had installed 97 with the unequipall option and did the same with 105. I'm changing nothing but the AAF version. Before I go too far down the rabbit hole of figuring out what I did wrong (most likely) I wanted to check if just maybe this is something the animation authors will need to update (as in, anims that strip properly in 97 need XML changes to strip properly in 105) or if this really is something I've done wrong and should go off and investigate. Link to comment
VonHelton Posted November 9, 2019 Share Posted November 9, 2019 11 minutes ago, mnbv99 said: With a mid-save upgrade from 97 to 105. I did a very cursory smoke test and found that load time is greatly improved!! Sadly the few random animations I happened to pick were stripping only a few random clothing items from the actors and moving (page down) to other animations caused them to put more clothes back on--by random I mean I don't understand why, some stripped were slot 33, others not, some actors have everything except 33 stripped, and so on. I had installed 97 with the unequipall option and did the same with 105. I'm changing nothing but the AAF version. Before I go too far down the rabbit hole of figuring out what I did wrong (most likely) I wanted to check if just maybe this is something the animation authors will need to update (as in, anims that strip properly in 97 need XML changes to strip properly in 105) or if this really is something I've done wrong and should go off and investigate. I almost always have to manually adjust the file to strip everything. I made a backup.......Ok, I can't find my file........I'll post it when I do. In the meantime, just open the file & set it to strip all the slots up to 61. Link to comment
VonHelton Posted November 9, 2019 Share Posted November 9, 2019 8 hours ago, GoldenRain said: I altered the formation xml by "slightly" increasing it a few rows and columns. First Spoiler contains the copy and pasted difference. Reveal hidden contents <formation id="Row"> <actor x="0" y="0" a="0"/> <actor x="-50" y="0" a="0"/> <actor x="50" y="0" a="0"/> <actor x="-100" y="0" a="0"/> <actor x="100" y="0" a="0"/> <actor x="-150" y="0" a="0"/> <actor x="150" y="0" a="0"/> <actor x="-200" y="0" a="0"/> <actor x="200" y="0" a="0"/> <actor x="-250" y="0" a="0"/> <actor x="250" y="0" a="0"/> <actor x="-300" y="0" a="0"/> <actor x="300" y="0" a="0"/> <actor x="-350" y="0" a="0"/> <actor x="350" y="0" a="0"/> <actor x="-400" y="0" a="0"/> <actor x="400" y="0" a="0"/> <actor x="-450" y="0" a="0"/> <actor x="450" y="0" a="0"/> <actor x="-500" y="0" a="0"/> <actor x="500" y="0" a="0"/> <actor x="-550" y="0" a="0"/> <actor x="550" y="0" a="0"/> <actor x="-600" y="0" a="0"/> <actor x="600" y="0" a="0"/> <actor x="-650" y="0" a="0"/> <actor x="650" y="0" a="0"/> <actor x="-700" y="0" a="0"/> <actor x="700" y="0" a="0"/> <actor x="-750" y="0" a="0"/> <actor x="750" y="0" a="0"/> <actor x="-800" y="0" a="0"/> <actor x="800" y="0" a="0"/> <actor x="-850" y="0" a="0"/> <actor x="850" y="0" a="0"/> </formation> <formation id="Column"> <actor x="0" y="0" a="0"/> <actor x="0" y="-50" a="0"/> <actor x="0" y="-100" a="0"/> <actor x="0" y="-150" a="0"/> <actor x="0" y="-200" a="0"/> <actor x="0" y="-250" a="0"/> <actor x="0" y="-300" a="0"/> <actor x="0" y="-350" a="0"/> <actor x="0" y="-400" a="0"/> <actor x="0" y="-450" a="0"/> <actor x="0" y="-500" a="0"/> <actor x="0" y="-550" a="0"/> <actor x="0" y="-600" a="0"/> <actor x="0" y="-650" a="0"/> <actor x="0" y="-700" a="0"/> <actor x="0" y="-750" a="0"/> <actor x="0" y="-800" a="0"/> <actor x="0" y="-850" a="0"/> <actor x="0" y="-900" a="0"/> <actor x="0" y="-950" a="0"/> <actor x="0" y="-1000" a="0"/> <actor x="0" y="-1050" a="0"/> <actor x="0" y="-1100" a="0"/> <actor x="0" y="-1150" a="0"/> <actor x="0" y="-1200" a="0"/> <actor x="0" y="-1250" a="0"/> <actor x="0" y="-1300" a="0"/> <actor x="0" y="-1350" a="0"/> <actor x="0" y="-1400" a="0"/> <actor x="0" y="-1450" a="0"/> <actor x="0" y="-1500" a="0"/> <actor x="0" y="-1550" a="0"/> <actor x="0" y="-1600" a="0"/> <actor x="0" y="-1650" a="0"/> <actor x="0" y="-1700" a="0"/> </formation> It works out to 70 I also Edited the previously edited AAF equipmentsetdata xml that I got from one of my favorite LL posters. I altered isFemale=true portion to not unequip nor requip chokers (beard slot), rings, and gloves (long ass fake fingernails from HN66s and Xazomns French Nails mod). That way they do not interfere with DD since the No Strip manager has priority over DD, but because DD is DD the item is "equiped" even though you do not see yourself wearing it. Example DD Mittens and any torture device 'spell' will be applied, but visually my PC has long ass fake ass french nails on. Mean while the restraints are still requiring the key to "remove" so that the Torture Devices 'spell' will end. Reveal hidden contents ******[Do not copy and paste!!!]****** This is only the isFemale=true portion <equipmentSet id="unEquip"> <condition isFemale="true"> <unEquip bipedSlot="Hair Top"/> <unEquip bipedSlot="Hair Long"/> <unEquip bipedSlot="FaceGen Head"/> <unEquip bipedSlot="BODY"/> <unEquip bipedSlot=" Torso"/> <unEquip bipedSlot=" L Arm"/> <unEquip bipedSlot=" R Arm"/> <unEquip bipedSlot=" L Leg"/> <unEquip bipedSlot=" R Leg"/> <unEquip bipedSlot="[A] Torso"/> <unEquip bipedSlot="[A] L Arm"/> <unEquip bipedSlot="[A] R Arm"/> <unEquip bipedSlot="[A] L Leg"/> <unEquip bipedSlot="[A] R Leg"/> <unEquip bipedSlot="Headband"/> <unEquip bipedSlot="Eyes"/> <unEquip bipedSlot="Mouth"/> <unEquip bipedSlot="Neck"/> <unEquip bipedSlot="Scalp"/> <unEquip bipedSlot="Unnamed1"/> <unEquip bipedSlot="Unnamed2"/> <unEquip bipedSlot="Unnamed3"/> <unEquip bipedSlot="Unnamed4"/> <unEquip bipedSlot="Unnamed5"/> <unEquip bipedSlot="Shield"/> <unEquip bipedSlot="FX"/> <unEquip bipedSlot="Possibly Weapons1"/> <unEquip bipedSlot="Possibly Weapons2"/> <unEquip bipedSlot="Possibly Weapons3"/> <unEquip bipedSlot="Possibly Weapons4"/> <unEquip bipedSlot="Possibly Weapons5"/> <unEquip bipedSlot="Possibly Weapons6"/> <unEquip bipedSlot="Possibly Weapons7"/> <unEquip bipedSlot="Possibly Weapons8"/> <unEquip bipedSlot="Possibly Weapons9"/> <unEquip bipedSlot="Possibly Weapons10"/> <unEquip bipedSlot="Possibly Weapons11"/> <unEquip bipedSlot="Possibly Weapons12"/> </condition></equipmentSet> <equipmentSet id="reEquip"> <condition isFemale="true"> <reEquip bipedSlot="Hair Top"/> <reEquip bipedSlot="Hair Long"/> <reEquip bipedSlot="FaceGen Head"/> <reEquip bipedSlot="BODY"/> <reEquip bipedSlot=" Torso"/> <reEquip bipedSlot=" L Arm"/> <reEquip bipedSlot=" R Arm"/> <reEquip bipedSlot=" L Leg"/> <reEquip bipedSlot=" R Leg"/> <reEquip bipedSlot="[A] Torso"/> <reEquip bipedSlot="[A] L Arm"/> <reEquip bipedSlot="[A] R Arm"/> <reEquip bipedSlot="[A] L Leg"/> <reEquip bipedSlot="[A] R Leg"/> <reEquip bipedSlot="Headband"/> <reEquip bipedSlot="Eyes"/> <reEquip bipedSlot="Mouth"/> <reEquip bipedSlot="Neck"/> <reEquip bipedSlot="Scalp"/> <reEquip bipedSlot="Unnamed1"/> <reEquip bipedSlot="Unnamed2"/> <reEquip bipedSlot="Unnamed3"/> <reEquip bipedSlot="Unnamed4"/> <reEquip bipedSlot="Unnamed5"/> <reEquip bipedSlot="Shield"/> <reEquip bipedSlot="FX"/> <reEquip bipedSlot="Possibly Weapons1"/> <reEquip bipedSlot="Possibly Weapons2"/> <reEquip bipedSlot="Possibly Weapons3"/> <reEquip bipedSlot="Possibly Weapons4"/> <reEquip bipedSlot="Possibly Weapons5"/> <reEquip bipedSlot="Possibly Weapons6"/> <reEquip bipedSlot="Possibly Weapons7"/> <reEquip bipedSlot="Possibly Weapons8"/> <reEquip bipedSlot="Possibly Weapons9"/> <reEquip bipedSlot="Possibly Weapons10"/> <reEquip bipedSlot="Possibly Weapons11"/> <reEquip bipedSlot="Possibly Weapons12"/> </condition> Ok, great.......So what does that mean in plain english? LOL. 1 Link to comment
VonHelton Posted November 9, 2019 Share Posted November 9, 2019 AH-HA! Found my file. This will strip EVERYTHING........All 61 slots! AAF_equipmentSetData.xml 1 Link to comment
maddadicusrex Posted November 9, 2019 Share Posted November 9, 2019 Anyone having erection issues with the new update. My vers. 97 works fine, but when I downloaded the new one, all my penises went south. Reloaded, restarted game, same thing after numerous attempts at correct sex...? Link to comment
Guest Posted November 9, 2019 Share Posted November 9, 2019 2 hours ago, VonHelton said: I almost always have to manually adjust the file to strip everything. I made a backup.......Ok, I can't find my file........I'll post it when I do. In the meantime, just open the file & set it to strip all the slots up to 61. Thanks. I've never yet had to modify that one by hand and under 97, nothing else is touching it either, not even The One Patch, The One Patch Temporary Fix, The One Patch Erection Fix (and the many other one patch patches I'm sure I've forgotten about). I ran a diff and AAF_equipmentSetData.xml in 97 and 105 are identical. I see how yours is different and I'll give it a try, but it seems like something else must be choking here in 97 vs 105. Link to comment
VonHelton Posted November 9, 2019 Share Posted November 9, 2019 2 hours ago, maddadicusrex said: Anyone having erection issues with the new update. My vers. 97 works fine, but when I downloaded the new one, all my penises went south. Reloaded, restarted game, same thing after numerous attempts at correct sex...? Dude..........Don't EVEN say that.......I just got mine working again! Link to comment
dagobaking Posted November 9, 2019 Author Share Posted November 9, 2019 It's tough to say what would affect the equipment changes since so many configuration options could affect that. Maybe the "auto_equipment_on" setting...? Link to comment
Generic Guard #14 Posted November 10, 2019 Share Posted November 10, 2019 When i try to install the AAF beta 105 it says "Not: File 'four_play_resourses.esm' is Active OR File 'four_play_resources.esm' is Inactive" has anyone seen this or have a fix for it? Link to comment
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