Xper000 Posted May 11, 2018 Posted May 11, 2018 So it's the proxy causing my settlers to stay stuck in place after having sex ? I'm guessing I should probably disable both Shenanigans and prostitution until a workaround or a fix comes up. Going to miss the Shenanigans, brothels and prostitution. Some of my favorite features Or you could disable the 4play proxy for now, install 4play and use it for shenanigans and brothels, and trigger player character interactions with AAF for now. 1
Badtanker Posted May 11, 2018 Posted May 11, 2018 Does anyone know if there is a difference between Dongs of Fallout and Dongs of Fallout with MCM and if there could be a problem with AAF? Reason I'm asking is that with Dongs of fallout with MCM you can set your hot keys(4 of them) to adjust either character in game and being as some folks(me included) don't have Home/7 key working in AAF and now for some reason when I go into MCM to adjust everything, That is the only place that won't let me set hot keys. keeps saying none after I click on it and press F1 to assign that key like I usually do it will change to f1 then right back to none. Is that because AAF controls Dong with the patch and now the patch was actually installed working?
Polistiro Posted May 11, 2018 Posted May 11, 2018 11 hours ago, Badtanker said: AAF patch for Four-Play Animations by Crazy6987 1.3 but from what I understood was it was messing up so I uninstalled it Could you be more precise? 3 hours ago, flutie said: AAF does not support timed stages yet, use leitos gun I made a patch that list all animations and stages, since v48 lists are alphabetized so they appears in order. I moved ALL patches for Crazy and Leito animations in this thread. These patches are not perfect, i need help (see known issues)
Badtanker Posted May 11, 2018 Posted May 11, 2018 43 minutes ago, Polistiro said: Could you be more precise? I made a patch that list all animations and stages, since v48 lists are alphabetized so they appears in order. I moved ALL patches for Crazy and Leito animations in this thread. These patches are not perfect, i need help (see known issues) It was something from previous pages that someone was having problems with the crazy patch but the reason I unistalled it also was because I was trying to figure out why AAF home button wouldn't work for me at all ever since I started checking it out but I would have animations. I have FP control panel that will pop up when I press 7 but I'll uninstall that and make sure all reference to it is out of scripts and then install AAF but still won't work but will have animations and I'm using Dong of Fallout with MCM now. Since I installed the latest mod and patches I haven't been able to set up the keys for Dong in MCM and was wondering if others were having the same problems with AAF and Dong like I am. I'll check out the AAF patches for Crazy and Leito's animation to see if you updated.
thesimpsonsguy Posted May 11, 2018 Posted May 11, 2018 3 hours ago, Xper000 said: Or you could disable the 4play proxy for now, install 4play and use it for shenanigans and brothels, and trigger player character interactions with AAF for now. That would work ? I didn't think the two would work together. Wait, would I even need AAF if I were to use 4play ? I'll try what you said and see how it goes. Thank you, I appreciate your help.
RitualClarity Posted May 11, 2018 Posted May 11, 2018 28 minutes ago, thesimpsonsguy said: That would work ? I didn't think the two would work together. Wait, would I even need AAF if I were to use 4play ? I'll try what you said and see how it goes. Thank you, I appreciate your help. My understanding they don't "work" together. My understanding is AAF gives you 4play functionality (Proxy) which allows you to use mods that access 4play. The key I believe from what was stated, you have to DISABLE the 4play proxy in AAF THEN install 4play itself. Yes, it is confusing.. I had a crash course in it yesterday. I still have a headache... 1
RitualClarity Posted May 11, 2018 Posted May 11, 2018 17 hours ago, CGi said: i'm posting those updates at the behalf of @dagobaking. AAF V49.1 alpha (1.6MB)AAF - Compatibility Patches V1.5 (24.1MB) Changelog Main: - Fix for furniture animations that run on furnitures from plugins. - Updated Portuguese/Brazil language. Changelog Patches: - Fixed the installer error Roggvir reported, that resulted in the DoF Patch not being installed. Note: Other fixes - like the posted Dogmeat fix - are NOT included. The only one who's officially allowed to fork this mod is @Flashy (JoeR). Repost to avoid it from getting burried until dagobaking is back and puts it on the download page(s). Just reposting. 2
thesimpsonsguy Posted May 11, 2018 Posted May 11, 2018 31 minutes ago, RitualClarity said: My understanding they don't "work" together. My understanding is AAF gives you 4play functionality (Proxy) which allows you to use mods that access 4play. The key I believe from what was stated, you have to DISABLE the 4play proxy in AAF THEN install 4play itself. Yes, it is confusing.. I had a crash course in it yesterday. I still have a headache... I understand what you're saying. I'll be starting a new play-through this weekend and one of the reasons is to redo and shorten my load order big time and spend more time actually playing the game instead of spending the time troubleshooting if anything were to go wrong later down the line. And since one of the things I'm looking to do is shorten my load order, I'm wondering if it'd be better to just use one single mod that could possibly take care of things, instead of multiple mods. I hope I explained it ok. I'm crap at explaining things.
dagobaking Posted May 11, 2018 Author Posted May 11, 2018 3 hours ago, Badtanker said: I was trying to figure out why AAF home button wouldn't work for me at all ever since I started checking it out but I would have animations. Do you have the crosshair turned off in display settings? Or a mod that affects the crosshair?
CGi Posted May 11, 2018 Posted May 11, 2018 11 minutes ago, dagobaking said: Do you have the crosshair turned off in display settings? Or a mod that affects the crosshair? ... or immersive HUD?
Xper000 Posted May 11, 2018 Posted May 11, 2018 My understanding they don't "work" together. My understanding is AAF gives you 4play functionality (Proxy) which allows you to use mods that access 4play. The key I believe from what was stated, you have to DISABLE the 4play proxy in AAF THEN install 4play itself. And normally I agree with you, the 4play proxy does work just fine with Player Character/NPC interactions, but while NPC/NPC interactions play the animations fine, after it's over one of the two npc's is stuck in place. Usually the male character. The only console command that "unsticks" whatever package is still attached is "resurrect 1". Makes the game a little difficult to play with half the commonwealth stuck in place unable to do anything. Uninstalling the 4play proxy, and reinstalling 4play, the community patch and llfp 17 allows for AAF to use the wizard for manual triggering of the animations, and 4play itself for 4play related mods fixing the issue temporarily anyway, until a better fix can be found in a future upgrade. 1
dagobaking Posted May 11, 2018 Author Posted May 11, 2018 1 hour ago, CGi said: ... or immersive HUD? Yes. I assume that hides the crosshair. Depending on the MC layer it does that to, it could also make AAF look like the home button doesnt work. 10 minutes ago, Xper000 said: And normally I agree with you, the 4play proxy does work just fine with Player Character/NPC interactions, but while NPC/NPC interactions play the animations fine, after it's over one of the two npc's is stuck in place. Usually the male character. The only console command that "unsticks" whatever package is still attached is "resurrect 1". The characters stay stuck animating? Or, just stand in place?
CGi Posted May 11, 2018 Posted May 11, 2018 7 minutes ago, dagobaking said: Yes. I assume that hides the crosshair. Depending on the MC layer it does that to, it could also make AAF look like the home button doesnt work. The characters stay stuck animating? Or, just stand in place? By default it auto-hides the crosshair unless you hover over an object that can be activated/picked up and it hides other Ui layers to clean up the screen.
thesimpsonsguy Posted May 11, 2018 Posted May 11, 2018 9 minutes ago, dagobaking said: Yes. I assume that hides the crosshair. Depending on the MC layer it does that to, it could also make AAF look like the home button doesnt work. The characters stay stuck animating? Or, just stand in place? For me, they animate fine. It's just when the animation is done, the males mostly, stay stuck standing in the same place. Other than that, only two females that I know of had the same thing happen to them. Abernathy's wife and a female settler in sanctuary. But it always happens to the men in my settlements, without fail.
dagobaking Posted May 11, 2018 Author Posted May 11, 2018 31 minutes ago, CGi said: By default it auto-hides the crosshair unless you hover over an object that can be activated/picked up and it hides other Ui layers to clean up the screen. If it does that in a precise enough manner it may be ok. But, if it turns off the entire UI layer that AAF is on the AAF wizard wont appear. 23 minutes ago, thesimpsonsguy said: For me, they animate fine. It's just when the animation is done, the males mostly, stay stuck standing in the same place. Other than that, only two females that I know of had the same thing happen to them. Abernathy's wife and a female settler in sanctuary. But it always happens to the men in my settlements, without fail. Do they respond to attacks normally? Drawing weapons and firing back etc?
Xper000 Posted May 11, 2018 Posted May 11, 2018 The characters stay stuck animating? Or, just stand in place? Stand in place mostly after the animation finishes. Occasionally they will try to move or walk, but just do this little half step stop and start in place. You can try and give them a push physically, toggle the tcai in the console, restai, disable and enable, and they stay stuck. Resurrect, and they immediately go back about their business.
Xper000 Posted May 11, 2018 Posted May 11, 2018 Do they respond to attacks normally? Drawing weapons and firing back etc? I noticed a couple of raiders stayed pacified even after I shot them, but that might be unrelated. Any other time, the raider died on the first shot. So I can't be 100% sure.
Badtanker Posted May 11, 2018 Posted May 11, 2018 2 hours ago, dagobaking said: Do you have the crosshair turned off in display settings? Or a mod that affects the crosshair? Cross hairs are on. the only thing that I can think of that might affectting that is HUDFramework - HUDFramework 1.0f, HoloTime 2 Eng - HUDFramework Widget, HUD Plus Plus, DEF_UI and DEF_UI Iconlibs Rescaled and Fixed, Rename Anything DEF_INV compatibility patch.
RitualClarity Posted May 12, 2018 Posted May 12, 2018 6 hours ago, thesimpsonsguy said: I understand what you're saying. I'll be starting a new play-through this weekend and one of the reasons is to redo and shorten my load order big time and spend more time actually playing the game instead of spending the time troubleshooting if anything were to go wrong later down the line. And since one of the things I'm looking to do is shorten my load order, I'm wondering if it'd be better to just use one single mod that could possibly take care of things, instead of multiple mods. I hope I explained it ok. I'm crap at explaining things. Yes, one single mod would be able to help with the plugins, however, texture (size and such) scripts #(total as well as complexity and structure) meshes (complex ones ) and other aspects do and can add strain to a system that has low number of plugins compared to the computer /rig you are playing on. Fallout 4 seems to be even worse optimized than the previous games sadly to say. It difficult to get high frame rates and easy for a single mod to hit that FPS down substantially. What I usually try to do. A suggestion for your rework of the game. Spoiler I usually try to run minimum mods (however, they do grow over time as I replay the game) I focus on more specific wants and needs and then select the best I can to give me those needs. Quality over quantity. If there are a lot of small high quality mods from trustworthy reliable mod creators, then let the number go higher, if you can get a single high quality mod to cover most of what you want, go with that (or combination of the above) Most don't do this and get all sorts of various rarely used mods for some x feature and add stress to the system without any real reward. Also since yous state you will be reloading your game. Focus on the Keystone mod.. its requirements (minimum) test it out (if using MO easy job) then when satisfied it is working and your settings are correct, add another Keystone mod and its needed components (and add ons ) and do the same. Focus on core mods first and then after they are solid fill in some supplemental mods that enhance those core mods as needed. Test between(with MO just create a new profile after each step in testing... make sure your saves are set to be part of MO's profile so you don't mess up your saves ) Finally, after all is almost ready and you feel you have some extra space / computer power and want to add some more mods.. add the ones that are enhancements that aren't required but would help your current play-though (up till this point we were focusing on the core universal mods ;)) Do this (and make copies as necessary of the install) you should be in a damn fine shape with your game.
dagobaking Posted May 12, 2018 Author Posted May 12, 2018 3 hours ago, Xper000 said: Stand in place mostly after the animation finishes. Occasionally they will try to move or walk, but just do this little half step stop and start in place. You can try and give them a push physically, toggle the tcai in the console, restai, disable and enable, and they stay stuck. Resurrect, and they immediately go back about their business. That sounds like their physics is turned off. I haven't seen that happen before... 3 hours ago, Xper000 said: I noticed a couple of raiders stayed pacified even after I shot them, but that might be unrelated. Any other time, the raider died on the first shot. So I can't be 100% sure. That sounds like the AI bug from before. But, havent seen that since a few versions back. And I still continually test it by attacking actors after animations. There are some actors that will never fight back by vanilla design tho. 3 hours ago, Badtanker said: Cross hairs are on. the only thing that I can think of that might affectting that is HUDFramework - HUDFramework 1.0f, HoloTime 2 Eng - HUDFramework Widget, HUD Plus Plus, DEF_UI and DEF_UI Iconlibs Rescaled and Fixed, Rename Anything DEF_INV compatibility patch. One of those could have an effect. Have you tried turning them off and testing?
thesimpsonsguy Posted May 12, 2018 Posted May 12, 2018 4 hours ago, dagobaking said: Do they respond to attacks normally? Drawing weapons and firing back etc? I didn't try attacking them to see if they'd uproot themselves to run or take cover or whatever. I just tried ordering them to move to different spots, moving them to a different settlement and console commands, but nothing worked, so I went back to an earlier save and turned off the features that allows NPCs to have sex with each other.
Campbell Posted May 12, 2018 Posted May 12, 2018 Is there currently any way of getting strap-ons/futa meshes to automatically equip in F-F mode like DOF works for males?
dagobaking Posted May 12, 2018 Author Posted May 12, 2018 6 hours ago, Campbell said: Is there currently any way of getting strap-ons/futa meshes to automatically equip in F-F mode like DOF works for males? The capability to attach those meshes is there. Though, it's more set up to be done for specific animations at the moment. So someone will need to make a set of FF animations (in the XML) and then make an equipmentset for those meshes.
Campbell Posted May 13, 2018 Posted May 13, 2018 4 hours ago, dagobaking said: The capability to attach those meshes is there. Though, it's more set up to be done for specific animations at the moment. So someone will need to make a set of FF animations (in the XML) and then make an equipmentset for those meshes. Would be cool to have a setting to unblock/allow equipping items from the quick selection menu even when an animation is playing, i remember one of the animation gun mods allowed this and it made equipping strap ons so much easier.
Xper000 Posted May 13, 2018 Posted May 13, 2018 @dagobaking You'll be pleased to know the raiders staying pacified is NOT the fault of the 4play proxy it happened with 4play as well and yes shooting them does bring them out of it, it just takes 3 or 4 shots, more than they usually survive. The getting stuck though that one seems to be 4play proxy only or something wonky in my install. Clean install, new game doesn't matter, NPC on NPC one usually the male gets stuck in place. It only happens using the proxy, it doesn't happen using 4play.
Recommended Posts
Posted by DoctaSax,
Reputation Points
Go to this post
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now