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Posted
2 hours ago, Campbell said:

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.

If someone wants to own maintenance and set up of the mod I can explain how it could be set up. Also am working on parts of AAF that will make it easier.

1 hour ago, Xper000 said:

 

@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.

Good to know. I was just testing it and the NPCs were not getting stuck for me like that.

Posted

 Ok started a new game had the animations and stripping with no problem. I'm using another mod to Start another Life which I've never had troubles with either FP or AAF. Well after some of the mods that loads after you come out of the vault keeps females from stripping and keep the control panel Home button from showing.  Here is a list of those mods that might interfere : Rogg No−Strip Items Manager v1.0.0,  TextInputMenu - tim 1.07, Rename Anything - Rename Anything 2.6.2, Rename Anything DEF_INV compatibility patch - Rename Anything and DEF_INV Compatibility Patch, HUD Plus Plus - HUD Plus Plus. I've uninstalled all the others except for Rogg No-Strip Items manager and started a new game. After I come out of the vault there is no complete stripping of my character like it was happening prior. NPC's all strip. if i'm in a fire fight and say after I surrender a car blows up as the raider is waling by to come get me and gets killed his dead body will strip and still rape me even though he is dead.  Lost a fight with some raiders in the museum and they went after dog meat but had a error come up that there were no MM and to check animations then it just stayed that way. I could access pipboy but couldn't move and raider was standing over Dogmeat with his weapon pointing and kind of jerking up and down. still no home button/control panel showing up. going to disable Rogg No-stip mod and a couple of others and see if it will straighten out then.

Posted

Good to know. I was just testing it and the NPCs were not getting stuck for me like that.

 

 

So what am I doing wrong, or missing?

 

I have three saves going on with MO2, and two are new games and all of them religiously do the same everytime irregardless of load order or mod layout.

 

I tried it again last night. Removed all the four play and four play dependent mods as well as AAF and its patches. Clean saved, let it run for awhile saved it and reloaded.

Went to Abernathy farm, Random Shenanigans from RSE kicked in, Connie walked two rows of tatoes over and asked Blake for sex. He stood up and agreed, and immediately started to do that half walk shuffle step as he was locked in place. Connie walked back to her original place in the tato field, Blake warped to her, they had sex. That all worked fine.

 

After the fished and redressed, Connie went back to working her tatoes and Blake was well stuck in his new location. He would talk if you clicked on him, but he couldn't move, work or go anywhere. After several game minutes I resurrected him in the console and he immediately went to working tatoes. 

 

If that npc behaviour is not happening for you I'd love to know what in the hell I am doing wrong.

Posted

Can't get it to work.. :open_mouth: If I press Home nothing happens. Only the Dogs of Skyrim feature works. I tested it with less Mods aswell, did not work. (only a quick start Mod and the needed looksmenu for the animation one)

I'm using MO2.

loadorder.txt

Posted
1 hour ago, Darnexx said:

Can't get it to work.. :open_mouth: If I press Home nothing happens. Only the Dogs of Skyrim feature works. I tested it with less Mods aswell, did not work. (only a quick start Mod and the needed looksmenu for the animation one)

I'm using MO2.

loadorder.txt

Does any of thse mods use the same key for something or did you map a vanilla control to [Home]?

Posted
1 minute ago, CGi said:

Does any of thse mods use the same key for something or did you map a vanilla control to [Home]?

So far I only know that Dongs of Fallout use the same key. But even without that Mod it did not work. I'm playing with the Gamepad, so I don't change any Keyboard keyes.

My ENB also opens with the End key, but I can't even open AAF up.

Posted

i'm not using a gamepad so this is just a guess: Maybe the home key is mapped to the gamepad by default?
Like for the steam overlay or something like that?
Or being one of the "special keys" it may be plain disabled when using a gamepad.
Mind to try w/o a gamepad?

Posted
6 hours ago, Xper000 said:

 

So what am I doing wrong, or missing?

 

I have three saves going on with MO2, and two are new games and all of them religiously do the same everytime irregardless of load order or mod layout.

 

I tried it again last night. Removed all the four play and four play dependent mods as well as AAF and its patches. Clean saved, let it run for awhile saved it and reloaded.

Went to Abernathy farm, Random Shenanigans from RSE kicked in, Connie walked two rows of tatoes over and asked Blake for sex. He stood up and agreed, and immediately started to do that half walk shuffle step as he was locked in place. Connie walked back to her original place in the tato field, Blake warped to her, they had sex. That all worked fine.

 

After the fished and redressed, Connie went back to working her tatoes and Blake was well stuck in his new location. He would talk if you clicked on him, but he couldn't move, work or go anywhere. After several game minutes I resurrected him in the console and he immediately went to working tatoes. 

 

If that npc behaviour is not happening for you I'd love to know what in the hell I am doing wrong.

I wouldn't say that you are doing anything wrong. It probably is some issue that I can fix in AAF. But, I can't fix it if I can't get enough info to reproduce the issue myself.

 

A good way to help troubleshoot it would be to get your mod build to a state where it does not happen, starting with a new game and absolute minimum requirements if necessary. Then gradually add mods or gradually try different things until the issue shows up again. Then you can pinpoint more exactly what I can do to see it and fix.

4 hours ago, Darnexx said:

Can't get it to work.. :open_mouth: If I press Home nothing happens. Only the Dogs of Skyrim feature works. I tested it with less Mods aswell, did not work. (only a quick start Mod and the needed looksmenu for the animation one)

I'm using MO2.

loadorder.txt

That is a lot of mods. Try installing it with minimum requirements in a new game. Then gradually add these mods and test AAF as you go until something causes it to stop working. Let me know what it is and I will try to fix. Also, check back for new builds as I am ironing out issues as I go. Next build addresses some UI issues that might fix what you are seeing.

2 hours ago, CGi said:

i'm not using a gamepad so this is just a guess: Maybe the home key is mapped to the gamepad by default?
Like for the steam overlay or something like that?
Or being one of the "special keys" it may be plain disabled when using a gamepad.
Mind to try w/o a gamepad?

I use a gamepad sometimes when testing. So, I don't think that is it. Unless maybe different brands of gamepads have an effect? I use an xbox one controller without conflict.

Posted
6 hours ago, Xper000 said:

 

 

 

 

So what am I doing wrong, or missing?

 

I have three saves going on with MO2, and two are new games and all of them religiously do the same everytime irregardless of load order or mod layout.

 

I tried it again last night. Removed all the four play and four play dependent mods as well as AAF and its patches. Clean saved, let it run for awhile saved it and reloaded.

Went to Abernathy farm, Random Shenanigans from RSE kicked in, Connie walked two rows of tatoes over and asked Blake for sex. He stood up and agreed, and immediately started to do that half walk shuffle step as he was locked in place. Connie walked back to her original place in the tato field, Blake warped to her, they had sex. That all worked fine.

 

After the fished and redressed, Connie went back to working her tatoes and Blake was well stuck in his new location. He would talk if you clicked on him, but he couldn't move, work or go anywhere. After several game minutes I resurrected him in the console and he immediately went to working tatoes. 

 

If that npc behaviour is not happening for you I'd love to know what in the hell I am doing wrong.

I'd like to know as well. I figured I'd start a new game a few hours ago just to see if my last game was screwed up or something. I have no other mods running at this time except AFF, RSE and their required mods. No others at all. I'm still getting settlers stuck in position after brothel and shenanigan sex. Any help on this would really be appreciated. 

Posted
8 minutes ago, thesimpsonsguy said:

I'd like to know as well. I figured I'd start a new game a few hours ago just to see if my last game was screwed up or something. I have no other mods running at this time except AFF, RSE and their required mods. No others at all. I'm still getting settlers stuck in position after brothel and shenanigan sex. Any help on this would really be appreciated. 

Sounds like it may have to do with AAF/RSE. Try testing AAF without RSE to see if it happens then.

Posted
57 minutes ago, dagobaking said:

That is a lot of mods. Try installing it with minimum requirements in a new game. Then gradually add these mods and test AAF as you go until something causes it to stop working. Let me know what it is and I will try to fix. Also, check back for new builds as I am ironing out issues as I go. Next build addresses some UI issues that might fix what you are seeing.

I already tried with min. Mods. like 5 I think, did not work aswell. Requiered and one start up Mod for quick start. 

Posted

Sounds like it may have to do with AAF/RSE. Try testing AAF without RSE to see if it happens then.

 

 

Exactly. I got AAF to work through the wizard fine. Whether on PC/NPC sex or NPC/NPC sex.

 

It is RSE, that has Random Shenanigans and Brothels, that have autonomous NPC/NPC sex. It uses 4play and works just fine with that.

 

It is when using the 4play proxy and RSE that autonomous NPC/NPC sex causes one of the partners to be stuck in place. That's what I am asking about, if that NPC behaviour of getting stuck is or isn't happening to the majority of users.

 

If it is, the proxy will need some work, if it isn't, and only happening to a couple of us, what ini setting or holdover dependancy did we recent users miss?

Posted
31 minutes ago, juliojakers said:

Need help, Companion not on List... Is it this mod conflict with companion mod ??
I've made everything working properly, just can't find Companion on the list...

Go back to a previous save & get her ID number, then go back to your last save & type in the command to call her to you, or revive her.

 

:smile:

 

 

Posted
1 hour ago, juliojakers said:

Need help, Companion not on List... Is it this mod conflict with companion mod ??
I've made everything working properly, just can't find Companion on the list...

Are they a custom race?

1 hour ago, Darnexx said:

I already tried with min. Mods. like 5 I think, did not work aswell. Requiered and one start up Mod for quick start. 

If it doesn't work with the minimum required mods then something may be wrong with your install or vanilla game files.

1 hour ago, Xper000 said:

 

 

 

 

Exactly. I got AAF to work through the wizard fine. Whether on PC/NPC sex or NPC/NPC sex.

 

It is RSE, that has Random Shenanigans and Brothels, that have autonomous NPC/NPC sex. It uses 4play and works just fine with that.

 

It is when using the 4play proxy and RSE that autonomous NPC/NPC sex causes one of the partners to be stuck in place. That's what I am asking about, if that NPC behaviour of getting stuck is or isn't happening to the majority of users.

 

If it is, the proxy will need some work, if it isn't, and only happening to a couple of us, what ini setting or holdover dependancy did we recent users miss?

In that case it most likely is happening for others using RSE. It is already known that some parts of it cause unexpected behavior when AAF is used. RSE, at this time, is basically partially compatible with AAF.

 

The problem from my side of things is that RSE is a very sophisticated mod with many features. It's a challenge for me to understand even what part of it needs testing for one report, let alone trying to test every feature of it with AAF.

 

Also, AAF is very different technically than FP. At some point, it is possible that imitating the way FP did things so that it can work with previously made-for-FP mods exactly as they are will be at the cost of new features and/or efficiency and flexibility.

Posted
2 hours ago, dagobaking said:

Sounds like it may have to do with AAF/RSE. Try testing AAF without RSE to see if it happens then.

K, tried it with just AFF and things worked fine. NO one stuck or anything. After going back to a previous save and reinstalling RSE and its requirements, I gave it a go and the NPCs were stuck in place again after visiting the prostitutes and having sex with other NPCs. They would do this sort of side step thing, but couldn't go anywhere. Only way to get them mobile again was using the resurrect 1 command. Their clothes would be different, but they were able to move around again.

Posted
20 minutes ago, thesimpsonsguy said:

K, tried it with just AFF and things worked fine. NO one stuck or anything. After going back to a previous save and reinstalling RSE and its requirements, I gave it a go and the NPCs were stuck in place again after visiting the prostitutes and having sex with other NPCs. They would do this sort of side step thing, but couldn't go anywhere. Only way to get them mobile again was using the resurrect 1 command. Their clothes would be different, but they were able to move around again.

Thank you for confirming. So, this is an issue with RSE/AAF in addition to the one that causes some NPCs to attack the PC.

 

I plan on making some pretty big changes to the travel/package system soon. But, getting through some other updates first.

Posted
43 minutes ago, dagobaking said:

Thank you for confirming. So, this is an issue with RSE/AAF in addition to the one that causes some NPCs to attack the PC.

 

I plan on making some pretty big changes to the travel/package system soon. But, getting through some other updates first.

Thank you. And thank you for all of your replies.

Posted

Thank you dagobaking

 

Hopefully, the future updates to the travel packages will resolve it, since it feels like that may be where the issue lies.

Posted
17 hours ago, dagobaking said:

If it doesn't work with the minimum required mods then something may be wrong with your install or vanilla game files.

MO does not touch the Game files. So I don't think that's the problem and since every other Mod is working.. :open_mouth: At least all the Mods I've tried in my life.

Guess I won't find out.. :confused: 

Posted
8 hours ago, Darnexx said:

MO does not touch the Game files. So I don't think that's the problem and since every other Mod is working.. :open_mouth: At least all the Mods I've tried in my life.

Guess I won't find out.. :confused: 

I'd like to help. But, if I can't reproduce the problem there is no way for me to troubleshoot. I don't know how to make the home button not work with minimum install requirements.

Posted
2 hours ago, dagobaking said:

I'd like to help. But, if I can't reproduce the problem there is no way for me to troubleshoot. I don't know how to make the home button not work with minimum install requirements.

Can I change the key from home to another one? Or is that one perma in need? Just to make sure I disabled the quick start Mod aswell, even removed the gamepad, not working.. :frown: 

Posted
32 minutes ago, Darnexx said:

Can I change the key from home to another one? Or is that one perma in need? Just to make sure I disabled the quick start Mod aswell, even removed the gamepad, not working.. :frown: 

This is starting to sound like a problem with a wireless keyboard and a not installed HiD driver. Let's hope it's not that...

Posted
7 hours ago, Darnexx said:

Can I change the key from home to another one? Or is that one perma in need? Just to make sure I disabled the quick start Mod aswell, even removed the gamepad, not working.. :frown: 

Yes. You can change the keys. Look at "Data>AAF>AAF_settings.xml"

Posted

New build posted.

 

## [Alpha 50] - 2018-05-14
### Changed
- UI layer used (from crosshair to compass). So, crosshair can now be turned off in display settings.
- Animation actor node to use skeleton attribute instead of race since some races use the same skeleton.

### Added
- A setting to turn off the compass. This is to give users a way to turn off the compass and still have AAF visible whereas other mods that turn off the compass may turn off AAF as well.
- Notes directly in AAF_settings.xml
- 'requiresAnimationReset' attribute to AAF_raceData.xml. Forces an animation reset for races that don't otherwise switch animations. Might be a more elegant keyword or package solution out there.
- Support for races from DLC and plugins.
- Preliminary support for staged animations (more work needed for simultaneous instances of staged animations + inter-stage transitions + further options in animationGroup XML)

### Fixed
- Scene exit cleanup.
- Removed duplicate scan results.

 

Will follow up with a few people in a few hours with more info on how to use new features, etc.

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