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Posted
17 minutes ago, Sgt. Marge said:

 

Try reinstalling UAP and select the option that doesn't do any stripping.  (Better Partial Stripping is what it is called and should be an option to not have that enabled.)

 

If you need further support for this feel free to join the AAF discord, the link is in The Fucking Manual (see sig)

Thanks for the reply, I'll be sure to join the discord

Posted
21 hours ago, Sgt. Marge said:

 

Try reinstalling UAP and select the option that doesn't do any stripping.  (Better Partial Stripping is what it is called and should be an option to not have that enabled.)

 

If you need further support for this feel free to join the AAF discord, the link is in The Fucking Manual (see sig)

Well, that didn't help, but Roggvir's No-Strip Items Manager mod helped me
The only problem is my stealth suit and the wastelander upgrade on it that works weird

Posted
6 hours ago, Empty3301 said:

Well, that didn't help, but Roggvir's No-Strip Items Manager mod helped me
The only problem is my stealth suit and the wastelander upgrade on it that works weird

 

Don't put clothing items with object mods on them into the items manager, the underlying script returns a copy of the item to you but it will be the base unmodified version of that item (so any object mods will be stripped).

Posted
11 hours ago, vaultbait said:

 

Don't put clothing items with object mods on them into the items manager, the underlying script returns a copy of the item to you but it will be the base unmodified version of that item (so any object mods will be stripped).

Yes, I know, although the stealth suit, even after being modified, comes back with all the mods

Posted
6 hours ago, Norkal0105 said:

how do I download it, i get sent to another page when i click download

 

You need to create an account on that site (moddingham.com) and be logged in with that to get to the download page for AAF.

Posted
40 minutes ago, Norkal0105 said:

When aaf is installed, new game loads forevver and i don't get anywhere, it works fine when i uninstall it,

 

Try pressing enter a few times.  That has nothing to do with AAF though, if pressing enter gets you passed that, it's because another mod threw up a message box prior to the cutscene playing.

 

Posted
52 minutes ago, Norkal0105 said:

When aaf is installed, new game loads forevver and i don't get anywhere, it works fine when i uninstall it,

 

While AAF shouldn't cause that, many mods don't work correctly in the pre-war and Vault 111 walkthrough phases of a new game. Many of us keep an unmodded save from the vault exit and start new games from that in order to speed things along and work around mods with early-game issues.

Posted
On 3/9/2023 at 10:05 PM, Norkal0105 said:

When aaf is installed, new game loads forevver and i don't get anywhere, it works fine when i uninstall it,

Try this

Press ~ bringing up the console
Click on the center of the screen with the cursor
Enter player.moveto and the code that appeared on the screen

Posted

Hi all

I'm trying to learn how the "custom equipment" thing works, now I have this:

Spoiler
<customEquipmentData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

    <defaults source="RecursosPiper.esm"/>

    <equipment itemTitle="Standard Panties">
        <state form="2E2F" stateTitle="PantiesOn" tags=""/>
        <state form="2E31" stateTitle="PantiesDown" tags="peeing"/>
    </equipment>
    <equipment itemTitle="Standard Leggings">
        <state form="2E28" stateTitle="LeggingsOn" tags=""/>
        <state form="6B04" stateTitle="LeggingsDown" tags="peeing"/>
    </equipment>
</customEquipmentData>

 

But now I don't know what else to do, if I have to complement it with "Action" or "equipmentRules", or both.

Posted
On 3/15/2023 at 1:56 AM, antoniut said:

Hi all

I'm trying to learn how the "custom equipment" thing works, now I have this:

  Hide contents
<customEquipmentData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

    <defaults source="RecursosPiper.esm"/>

    <equipment itemTitle="Standard Panties">
        <state form="2E2F" stateTitle="PantiesOn" tags=""/>
        <state form="2E31" stateTitle="PantiesDown" tags="peeing"/>
    </equipment>
    <equipment itemTitle="Standard Leggings">
        <state form="2E28" stateTitle="LeggingsOn" tags=""/>
        <state form="6B04" stateTitle="LeggingsDown" tags="peeing"/>
    </equipment>
</customEquipmentData>

 

But now I don't know what else to do, if I have to complement it with "Action" or "equipmentRules", or both.

 

The first step is to make sure it's working with just this XML.

 

If you open the Equipment Manager on a scene that includes a character with this clothes item euipped, you should see options to switch those clothes items between states. If you don't see that, some troubleshooting would be needed.

 

For action/equipmentRules to work, you need to use both XML types. The idea behind that is to create a system that detects what type of action is happening during a specific animation and automatically remove equipment from specific slots.

 

So, to use your example above, you would create a "peeingAction" action that has the tag "peeing". Then a peeing animation that uses the peeingAction action. Now, when that animation plays, it should automatically change the state of the panties or leggings to the one tagged for peeing (if the character is wearing that item when the animation starts).

 

Side notes:

 

You have to use a configuration that doesn't remove the custom equipment before it has a chance to detect a peeing action. So that would involve looking at the startEuipmentSet that is being applied.

 

For this auto equip feature to work, auto_equipment_on needs to be set to true in the ini. I believe that its true by default. But, is something worth confirming in your test setup or mod files.

 

Is this for a mod that you are releasing?

Posted

First of all, thank you for taking the trouble to respond and congratulate you on your work. Being courteous costs nothing

 

17 hours ago, dagobaking said:
Quote

 

The first step is to make sure it's working with just this XML.

 

If you open the Equipment Manager on a scene that includes a character with this clothes item euipped, you should see options to switch those clothes items between states. If you don't see that, some troubleshooting would be needed.

 

This step is working perfectly.  (Not so perfect are the "PantiesDown" and "LeggingsDown" meshes. They're scaled up and down to the knees with the Outfit Studio, sort of quick, but not bad at all) ?

 

Quote

You have to use a configuration that doesn't remove the custom equipment before it has a chance to detect a peeing action. So that would involve looking at the startEquipmentSet that is being applied.

This step is working. In this case, Piper has a special equipment rules, that does not unequip the bodyslot 40.

 

Quote

For this auto equip feature to work, auto_equipment_on needs to be set to true in the ini. I believe that its true by default. But, is something worth confirming in your test setup or mod files.

Right. Default mode is true

 

Quote

 

For action/equipmentRules to work, you need to use both XML types. The idea behind that is to create a system that detects what type of action is happening during a specific animation and automatically remove equipment from specific slots.

 

So, to use your example above, you would create a "peeingAction" action that has the tag "peeing". Then a peeing animation that uses the peeingAction action. Now, when that animation plays, it should automatically change the state of the panties or leggings to the one tagged for peeing (if the character is wearing that item when the animation starts).

 

This is where the problems begin. I just don't understand what to do exactly. I've tried different options but can't get it to work. I have this. Please, if you have time and feel like it, correct it:

 

CustomEquipmentData:

<customEquipmentData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

    <defaults source="RecursosPiper.esm"/>

    <equipment itemTitle="Standard Panties">
        <state form="2E2F" stateTitle="PantiesOn" tags=""/>
        <state form="2E31" stateTitle="PantiesDown" tags="peeing"/>
    </equipment>
    <equipment itemTitle="Standard Leggings">
        <state form="2E28" stateTitle="LeggingsOn" tags=""/>
        <state form="6B04" stateTitle="LeggingsDown" tags="peeing"/>
    </equipment>
</customEquipmentData>

 

The animation that simulates that the character lowers her clothes:

<animation id="Pi_1_2" frames="60">
    <actor gender="F">
        <idle form="129e2" id="Pi_1_2"/>
        <action id="peeingAction"/>
    </actor>
</animation>

Action:

<actionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">
    <defaults />

    <action id="peeingAction">
        <self tags="peeing">
        </self>
    </action>
</actionData>

EquipmentRules

<equipmentRulesData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

    <defaults loadPriority="10"/>

    <tag id="peeing">
        <rule applyTo="Standard Panties" emptySlot="40"/>
    </tag>
    <tag id="peeing">
        <rule applyTo="Standard Leggings" emptySlot="40"/>
    </tag>
</equipmentRulesData>

I don't think I should put "emptyslot", but I don't know what goes there

 

Quote

Is this for a mod that you are releasing?

I wish I was able to, but I know I don't have the ability to post mods, it's too serious. And also what I'm trying to do is too custom. The animations are very basic and vulgar. They are the first I do in my life. And then there is the problem of the clothes themselves. Too custom...

 

P.S. I'm not criticizing anyone or anything, but I'm surprised we don't have something like "Private Needs" for Fallout 4. It must not be trendy...?

 

Posted
2 hours ago, antoniut said:

I'm not criticizing anyone or anything, but I'm surprised we don't have something like "Private Needs" for Fallout 4.

 

Maybe you're looking for Advanced Needs?

Posted
49 minutes ago, vaultbait said:

 

Maybe you're looking for Advanced Needs?

Hi! Yes I use it, but only works on player. Some variation of Private needs (dont remember wich one) work for companions also (simulated needs). I would like to see something similar for Fallout 4, but doesn't exist...?

Posted
7 minutes ago, antoniut said:

Hi! Yes I use it, but only works on player. Some variation of Private needs (dont remember wich one) work for companions also (simulated needs). I would like to see something similar for Fallout 4, but doesn't exist...?

 

Ah, yes I vaguely recall the needs component of RSE (which Advanced Needs descends from) had a percentage chance that NPCs would take a personal break. It was somewhat gratifying to sneak up behind a raider and slip a knife between his ribs while he was obliviously relieving himself. I agree that mechanic is sorely missing.

Posted
14 hours ago, antoniut said:

First of all, thank you for taking the trouble to respond and congratulate you on your work. Being courteous costs nothing

 

You're welcome.

 

There are two adjustments I see that could help:

 

1. Add target, from and to to your action reference in the animation XML. Like this:

 

<action id="yourAction" target="0" from="0" to="1"/>

 

Technically, it shouldn't need that. But, basically, you are the first modder I know of who has tried to use this particular feature. So, I've been the only tester of it so far. And I probably tested it with those additional parameters in place.

 

2. Remove the equipmentRules XML entirely.

 

My apologies. I think I gave you bad information saying that you needed it for your goals. equipmentRules XML allows you to simply remove equipment in a certain slot. The state change you are looking for should work without equipmentRules. In fact, having that equipmentRules reference the custom equipment may be breaking things.

Posted

Unfortunately, I can't get it to work. I have removed the rules file and added what you have recommended, as follows, and everything else is the same:

 

<animation id="Pi_1_2" frames="60">
    <actor gender="F">
        <idle form="129e2" id="Pi_1_2"/>
        <action id="peeingAction" target="0" from="0" to="1"/>
    </actor>

 

Anyway, and on second thought, If I configure the general equipment XML file, so that Piper does not unequip bodyslot 40, pants, etc., then there will be problems with the rest of the animations!
I think I'd better put the idea on hold for now, cause free time is scarce, and I want to do too many things. Do not worry about this
So, thank you very much for your help and sorry for the inconvenience (free time is more valuable than gold...)

  • 2 weeks later...
Posted

I spent almost a whole day on this mod but still couldn't get it to work, I checked the AAF wiki and the instructions of another moderator on LL over and over , but only the hotkey F11 (quickscene_key) works in my game, and the playing scene is also very fast, I barely take off the belt and the scene is over(TAT).I just started installing the mods, UI occupying should not be the cause, I don't know if anyone has encountered a similar situation to me, in addition, I found that the playback time of this game's adult mod animation is very limited, I don't know if there is a mod that sets the animation time and posture relatively freely like SL, if so, please let me know, I am very grateful, English is not my native language, some of this text is machine-turned, if I say anything offensive, it must be unintentional, very sorry.

Posted
3 hours ago, Ignjat said:

I spent almost a whole day on this mod but still couldn't get it to work, I checked the AAF wiki and the instructions of another moderator on LL over and over , but only the hotkey F11 (quickscene_key) works in my game, and the playing scene is also very fast, I barely take off the belt and the scene is over(TAT).I just started installing the mods, UI occupying should not be the cause, I don't know if anyone has encountered a similar situation to me, in addition, I found that the playback time of this game's adult mod animation is very limited, I don't know if there is a mod that sets the animation time and posture relatively freely like SL, if so, please let me know, I am very grateful, English is not my native language, some of this text is machine-turned, if I say anything offensive, it must be unintentional, very sorry.

 

You're probably better off reading The Fucking Manual (no, really, that's what it's called) to get a better idea of how AAF fits in with other mods. AAF isn't generally something you use by itself, it's a framework to create an abstracted animation playing solution which other mods can call to cause suitable animations to play whenever they need them.

Posted
15 hours ago, vaultbait said:

 

You're probably better off reading The Fucking Manual (no, really, that's what it's called) to get a better idea of how AAF fits in with other mods. AAF isn't generally something you use by itself, it's a framework to create an abstracted animation playing solution which other mods can call to cause suitable animations to play whenever they need them.

Just found out what the problem is,。。。 Everything is fine, the only problem is that I didn't find the home button of the computer,。。。 I used OMEN 5, and the home button was on top of the number 7, which was the HP logo, and I had always thought it was the number 7 after turning off the num lock, because home was also written there, and I unilaterally declared it the dumbest moment I had played a single-player game in so long??

  • 2 weeks later...
Posted

Hello.

 

I'm trying to make an action that makes an actor go through a set of mfg expressions. I have many sets in mfgSetData, which work just fine in individual expression actions.

I read the wiki and ended up understanding that I could reach my goal using my mfgSetData, list the sets in expressionData, refer to an expression id in reactionData and finally refer to the reactionset in actionData. I tried referring to expressionData in actionData, but that didn't work out.

 

I'm certainly doing something wrong here and my main suspect is the reactiondata.xml. I copied the overall format of the files from the wiki and then yeeted the things I didn't want, all the conditions etc.

 

The content of my xml's, headers removed for brevity:
 

Spoiler

expressionData:
<expression id="BJ_Expression1" changeRate="3">
<mfg id="BJ"/>
<mfg id="BJ2"/>
<mfg id="BJ4"/>
<mfg id="BJ6"/>
<mfg id="BJ7"/>
<mfg id="BJ8"/>
<mfg id="BJ9"/>
</expression>

 

reactionData:
<reactionSet id="BJ_Reaction">
<doExpression expressionID="BJ_Expression1"/>
</reactionSet>

 

actionData:
<action id="BJ_Changing_Action">
<self reactionSet="BJ_Reaction">
</self>
</action>

 

What is wrong with these?

 

Also: Is there a way of making "setscale 0.98" console command into an action?

Posted

Looksmenu, which is a requirement for AAF, is refusing to display the presets tab. It's not greyed out, it literally isn't there. To get the presets tab, I have to go to the main page, scroll down to mods, move it's load order a bit, then go back in the game.

......I have to do this ervery time I load the game. Obviously, this is not normal.

But in addition to that aggrevation, AAF has decided to not work so long as Looksmenu is having problems.

So! Anyone got any ideas on how to get Looksmenu running?

(I tried different versions of looksmenu)

:flushed:

Posted
19 minutes ago, VonHelton said:

Looksmenu, which is a requirement for AAF, is refusing to display the presets tab. It's not greyed out, it literally isn't there. To get the presets tab, I have to go to the main page, scroll down to mods, move it's load order a bit, then go back in the game.

......I have to do this ervery time I load the game. Obviously, this is not normal.

But in addition to that aggrevation, AAF has decided to not work so long as Looksmenu is having problems.

So! Anyone got any ideas on how to get Looksmenu running?

(I tried different versions of looksmenu)

:flushed:

 

Don't use the game's built-in mod manager.  It doesn't handle the LooksMenu plugin properly and will cause the issue you are having.

Posted (edited)
12 minutes ago, EgoBallistic said:

Don't use the game's built-in mod manager.  It doesn't handle the LooksMenu plugin properly and will cause the issue you are having.

 

Oh man, the game's built-in mod manager... It literally ALWAYS AUTOMATICALLY reorders your mod load order AND SCREWS IT UP evry time you close it. AVOID LIKE SEVEN HELLS...

 

Personally, I didn't care that much until now, but I noticed as I'm getting older, I often misclick at things, like I want to click on Load and accidentally click on Mods instead. Doesn't happen very often, but when it does it's very annoying and knowing the above, which I learned the hard way after getting my mod load order screwed up several times by the official mod manager without realizing it was happening, yesterday I finally decided to disable it completely so that it doesn't even show up in the main menu anymore. I guess that also explains what is that so called "creation club disabler" mod good for too lol. Except, I chose to do it manually through ini file edit.

 

Do It Yourself
Add the following to your Fallout4.ini or Fallout4Custom.ini:

Quote

[Bethesda.net]
bEnablePlatform=0

 

Edited by MrFuturehope

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