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Posted
14 hours ago, J_Bunny said:

 

Where? I don't have this topic at all. 

On screenshot that's all what I can see there. 

Can you give me the direct link? 

 

5 hours ago, Ragnarokj said:

I don't see it either. Do we have to wait for the creator to do something first for us after we sign up?

 

Instructions for unlocking all of the server channels are at the end of the rules page.

 

Once you follow that, you will see many more channels, including the one where the current release can be downloaded.

Posted
20 hours ago, rauf531 said:

So let me share some good news with you..... 
I ran Fallout 4 new generation with AAF 100% loading, also almost all mods running on AAF work.

What it takes:

Fallout 4 v1.10.984.0 next-gen

F4SE 0.7.2 for the next-gen

LooksMenu v1.7.0.1 for the next-gen

Address Library v1.10.984.0 for the next-gen

Mod Configuration Menu v1.40 Beta 2 for the next-gen

Extended Dialogue Interface v1.4.0 for the next-gen (if your mods require it)

High Heels System v1.8.5 for the next-gen  (if your mods require it)

 

AAF mods that I have installed:

AAF Commonwealth Slavers v2.5.7 (works)

AAF Nuka Ride v6.7.3 (works)

Crime And Punishment v1.1.3 (works) (not exactly an AAF mod)

AAF Real Handcuffs v0.4.17 (works)

AAF Commonwealth Captives v1.12 (works)

AAF Violate v1.60 Beta 7 (works)

AAF Sex Em Up v1.19 (works)

AAF Morning Sex With Lover v1.2.1 (works)

AAF Better Living Through Cumistry v1.09 (works)

AAF Raider Pet v1.4 (works)

AAF Prostitution v0.86.6 (works)

AAF Just Business v0.7.6 (works)

AAF DD Bench Unlock v1.08 (works)

AAF Combat Strip Lite v1.6.1 (works)

AAF Tattoo After Rape v1.1.2 (works)

AAF Bound In Public v1.3.3 (works)

AAF Autonomy Enhanced v2.800 (works if you disable RobCo Pacher during installation)

AAF Sex Harassment 1.19.4 (works)

AAF Hardship v1.5.9K (works)

AAF Human Resources v11c (works)

AAF Sex Attributes v2.7.4 (works)

AAF Family Planning Enhanced v4.025 (works)

AAF Wasteland Dairy Framework v3.035ish (works)

AAF Commonwealth Moisturizer v1.05 (works)

AAF Plugs of the Commonwealth v112 (works)

AAF Prisoner Shackles v4.0 (works)

AAF Kziitd Fetish Toolset v1.0 Beta 2.3 (works)

AAF CRX - workshop crosses 2.1beta (works)

AAF Custom Moans v1.2 (works)

AAF ZaZOut4 v0.0.3.3 (works)

AAF Devious Devices v2.0 RC9 Beta1 (works)

AAF Vioxsis' Strap-On's of Fallout 4 v5.0.0 (works)

Advanced Animation Framework v171.0 beta (loading at 100%) 🙂

LLFP v50 (to be put right after AAF)  (thanks to “vaultbait”, this is entirely to his credit)

all the animations that are in here: Themes

AAF Ultimate Patch v2.6.64-1 (works)

 

If any of the mods will not run, just unzip the ba2 files of this mod. This is due to the fact that Buffout4 does not work on the next-gen, so there is a base limit on ba2 files.

 

I can't guarantee that everything will work, but since the AAF themes run at 100% (as they do in the old version of the game) I think everything should work. Thanks again for the tip “vaultbait”, again it's entirely his merit.

As for non-AAF mods, almost all mods work fine on Fallout 4 next-gen. It's a pity only CBP Physics doesn't work, it's sad. 😥

GREAT! It really work!

Posted
On 6/4/2024 at 6:53 AM, Sairus 111 said:

So let me share some good news with you..... 
I ran Fallout 4 new generation with AAF 100% loading, also almost all mods running on AAF work.

What it takes:

Fallout 4 v1.10.984.0 next-gen

F4SE 0.7.2 for the next-gen

LooksMenu v1.7.0.1 for the next-gen

Address Library v1.10.984.0 for the next-gen

Mod Configuration Menu v1.40 Beta 2 for the next-gen

Extended Dialogue Interface v1.4.0 for the next-gen (if your mods require it)

High Heels System v1.8.5 for the next-gen  (if your mods require it)

 

AAF mods that I have installed:

AAF Commonwealth Slavers v2.5.7 (works)

AAF Nuka Ride v6.7.3 (works)

Crime And Punishment v1.1.3 (works) (not exactly an AAF mod)

AAF Real Handcuffs v0.4.17 (works)

AAF Commonwealth Captives v1.12 (works)

AAF Violate v1.60 Beta 7 (works)

AAF Sex Em Up v1.19 (works)

AAF Morning Sex With Lover v1.2.1 (works)

AAF Better Living Through Cumistry v1.09 (works)

AAF Raider Pet v1.4 (works)

AAF Prostitution v0.86.6 (works)

AAF Just Business v0.7.6 (works)

AAF DD Bench Unlock v1.08 (works)

AAF Combat Strip Lite v1.6.1 (works)

AAF Tattoo After Rape v1.1.2 (works)

AAF Bound In Public v1.3.3 (works)

AAF Autonomy Enhanced v2.800 (works if you disable RobCo Pacher during installation)

AAF Sex Harassment 1.19.4 (works)

AAF Hardship v1.5.9K (works)

AAF Human Resources v11c (works)

AAF Sex Attributes v2.7.4 (works)

AAF Family Planning Enhanced v4.025 (works)

AAF Wasteland Dairy Framework v3.035ish (works)

AAF Commonwealth Moisturizer v1.05 (works)

AAF Plugs of the Commonwealth v112 (works)

AAF Prisoner Shackles v4.0 (works)

AAF Kziitd Fetish Toolset v1.0 Beta 2.3 (works)

AAF CRX - workshop crosses 2.1beta (works)

AAF Custom Moans v1.2 (works)

AAF ZaZOut4 v0.0.3.3 (works)

AAF Devious Devices v2.0 RC9 Beta1 (works)

AAF Vioxsis' Strap-On's of Fallout 4 v5.0.0 (works)

Advanced Animation Framework v171.0 beta (loading at 100%) 🙂

LLFP v50 (to be put right after AAF)  (thanks to “vaultbait”, this is entirely to his credit)

all the animations that are in here: Themes

AAF Ultimate Patch v2.6.64-1 (works)

 

If any of the mods will not run, just unzip the ba2 files of this mod. This is due to the fact that Buffout4 does not work on the next-gen, so there is a base limit on ba2 files.

 

I can't guarantee that everything will work, but since the AAF themes run at 100% (as they do in the old version of the game) I think everything should work. Thanks again for the tip “vaultbait”, again it's entirely his merit.

As for non-AAF mods, almost all mods work fine on Fallout 4 next-gen. It's a pity only CBP Physics doesn't work, it's sad. 😥

 

 

 

i am getting stuck at 68% 

 

could someone please give a less vague explanation of this:

 

If any of the mods will not run, just unzip the ba2 files of this mod. This is due to the fact that Buffout4 does not work on the next-gen, so there is a base limit on ba2 files.

 

 

 

 

Posted (edited)
20 hours ago, dagobaking said:

 

 

Instructions for unlocking all of the server channels are at the end of the rules page.

 

Once you follow that, you will see many more channels, including the one where the current release can be downloaded.

I don't know where to agree to the rules. What am I supposed to look for? Can you provide a picture please?

Edited by Ragnarokj
Posted
1 hour ago, Ragnarokj said:

I don't know where to agree to the rules. What am I supposed to look for? Can you provide a picture please?

 

image.png

Posted
4 hours ago, slugd99 said:

 

 

 

i am getting stuck at 68% 

 

could someone please give a less vague explanation of this:

 

If any of the mods will not run, just unzip the ba2 files of this mod. This is due to the fact that Buffout4 does not work on the next-gen, so there is a base limit on ba2 files.

 

 

 

 

What version of the game? You have updated all mods that are required and installed LLFP v50, you need it to rewrite the AAF for 100%. I'm playing on version 984, everything works fine.

 

Posted
2 hours ago, Sairus 111 said:

What version of the game? You have updated all mods that are required and installed LLFP v50, you need it to rewrite the AAF for 100%. I'm playing on version 984, everything works fine.

 

running NG 984, all mods required are installed. how do i force it to rewrite AAF on vortex?

Posted (edited)
11 minutes ago, slugd99 said:

running NG 984, all mods required are installed. how do i force it to rewrite AAF on vortex?

I am using MO2, I don't know how Vortex works. Need to install LLFP v50 so that it rewrites AAF and has priority, and all animations after it.

Edited by Sairus 111
Posted
1 hour ago, Sairus 111 said:

I am using MO2, I don't know how Vortex works. Need to install LLFP v50 so that it rewrites AAF and has priority, and all animations after it.

ok, was going to place LLFP50 directly after AAF, but there is no LLFP50 plugin.  its showing as installed and enabled under "mods" but i dont see anything under "plugins" 

 

any vortex folks help with this? is there no plugin? and how do i install it after AAF but before all animations otherwise?

Posted (edited)
1 hour ago, slugd99 said:

ok, was going to place LLFP50 directly after AAF, but there is no LLFP50 plugin.  its showing as installed and enabled under "mods" but i dont see anything under "plugins" 

 

any vortex folks help with this? is there no plugin? and how do i install it after AAF but before all animations otherwise?

LLFP v50 is not a plug-in. MO2 has much better and easier to install mods. Mods and plugins are placed in the mod list manually. I advise you to switch to MO2 v2.4.4

Edited by Sairus 111
Posted
20 hours ago, slugd99 said:

ok, was going to place LLFP50 directly after AAF, but there is no LLFP50 plugin.  its showing as installed and enabled under "mods" but i dont see anything under "plugins" 

 

any vortex folks help with this? is there no plugin? and how do i install it after AAF but before all animations otherwise?

 

I'm wildly guessing here but I think the other user meant "overwrite" instead of "rewrite" which would just mean load it after, like when vortex says there is a file conflict. Just on the mods tab like normal, not the plugins

Posted

I know it's "not up for debate" but given I keep a pretty big separation between my various online profiles, and I really don't want to jump through the hoops of creating a second Discord account, I guess updated AAF is gonna be a hard nope for me, which is rather disappointing.

 

I have enough online profiles as is, I really don't want more to remember. And this is basic security for me, given I've had Problematic People in the past. I keep a clear delineation between different genre/platforms.

Posted
1 hour ago, busymonster said:

I know it's "not up for debate" but given I keep a pretty big separation between my various online profiles, and I really don't want to jump through the hoops of creating a second Discord account, I guess updated AAF is gonna be a hard nope for me, which is rather disappointing.

 

I have enough online profiles as is, I really don't want more to remember. And this is basic security for me, given I've had Problematic People in the past. I keep a clear delineation between different genre/platforms.

 

Thanks, we all find that very interesting.

 

But seriously, you said that doing some extra steps is too much effort for you to download some mods. There are mods on Russian and Korean sites I too feel are too much effort for me to download for the minimal amount of use I'd get out of them. Maybe in the future you'll decide the desire to use new AAF features is greater than the work needed to download it, or maybe you won't. That's entirely your call. I'm unclear on why you think anyone else cares about your personal choices and the limits you voluntarily set for yourself.

Posted

Hi, just wanted to ask, is it possible to add multiple animations on exit in the transitionData xml files? Like if my transitions are the following:

 

Quote

    <transition from="none" to="StagedScene1" animation="Scene2"/>
    <transition from="StagedScene1" to="none" animation="Scene7"/>

For the second line, can I play on exit two animations back to back for instance? 

Posted
On 6/8/2024 at 11:44 AM, busymonster said:

I guess updated AAF is gonna be a hard nope for me, which is rather disappointing.

 

I am very obviously not the protagonist about these things. The mod was more easily available for over 5 years.

 

Not trying to be mean. I really would prefer that you update/use new versions. But, if we're having a disappointment race I'd say that I've lapped ya around 10 times.

Posted
2 minutes ago, FackYardBootBall said:

Hi, just wanted to ask, is it possible to add multiple animations on exit in the transitionData xml files? Like if my transitions are the following:

 

For the second line, can I play on exit two animations back to back for instance? 

 

Hrm. I don't believe that is possible currently. The closest option would be to have a sequential animationGroup play as an exit node on a positionTree.

 

Maybe if I can learn a little more about what you're trying to do I can understand if it's a good fit for a tree format. Or, if it makes sense to expand on a feature. I have been doing a lot of work on optimizing XML structures lately. So, it's a good time to look closely at it.

Posted (edited)
18 minutes ago, dagobaking said:

 

Hrm. I don't believe that is possible currently. The closest option would be to have a sequential animationGroup play as an exit node on a positionTree.

 

Maybe if I can learn a little more about what you're trying to do I can understand if it's a good fit for a tree format. Or, if it makes sense to expand on a feature. I have been doing a lot of work on optimizing XML structures lately. So, it's a good time to look closely at it.

Yeah, I'm currently playing around with Indarello's patch (which doesn't utilize position trees as far as I can tell unlike UAP), and I noticed that with the SavageCabbage animation, exit transitions scenes only incorporates SC's "climax" scene, and omits the "finish" animation that SC has created. I'm also playing the Commonwealth Slavers mod which will exit a scene after x amount of time, but it'll just loop the animationgroup indefinitely until that timer is reached and then follow the transition out, but the problem is that the actors could be in an earlier scene when the exit happens, which is a bit janky immersion wise lol. 

 

A solution I've seen is to just add duplicates of the mid/climax scenes into animationgroup to ensure that the exit transition is a bit more graceful, but it's not exactly an elegant solution.

 

Ideally, I would just like to throw all animation into one group and have it play once (including climax and finish), but I don't know if that level of control is possible currently for the mod I'm playing with (or how that's even controlled, I'm kind of piecing things together bits and pieces as a newbie).

 

Thanks for responding/helping out!

Edited by FackYardBootBall
Posted
On 6/10/2024 at 7:29 PM, FackYardBootBall said:

Yeah, I'm currently playing around with Indarello's patch (which doesn't utilize position trees as far as I can tell unlike UAP), and I noticed that with the SavageCabbage animation, exit transitions scenes only incorporates SC's "climax" scene, and omits the "finish" animation that SC has created. I'm also playing the Commonwealth Slavers mod which will exit a scene after x amount of time, but it'll just loop the animationgroup indefinitely until that timer is reached and then follow the transition out, but the problem is that the actors could be in an earlier scene when the exit happens, which is a bit janky immersion wise lol. 

 

A solution I've seen is to just add duplicates of the mid/climax scenes into animationgroup to ensure that the exit transition is a bit more graceful, but it's not exactly an elegant solution.

 

Ideally, I would just like to throw all animation into one group and have it play once (including climax and finish), but I don't know if that level of control is possible currently for the mod I'm playing with (or how that's even controlled, I'm kind of piecing things together bits and pieces as a newbie).

 

Thanks for responding/helping out!

 

Got it. The current feature set is designed for what you describe: a logical progression of animations with choices along the way and beginnings/endings/transitions. But, I probably didn't make that intention/implementation clear enough, early enough. So, most packs just aren't built that way.

 

Also, having two animations play as a beginning/ending/transition wasn't imagined.

 

I'll factor in the issue when making the current round of optimizations. The good news is that in most cases, we should be able to update the XML side of the content packs (to add some of these qualities) without needing much or any change from the story/gameplay mods using the API.

Posted
14 hours ago, dagobaking said:

 

Got it. The current feature set is designed for what you describe: a logical progression of animations with choices along the way and beginnings/endings/transitions. But, I probably didn't make that intention/implementation clear enough, early enough. So, most packs just aren't built that way.

 

Also, having two animations play as a beginning/ending/transition wasn't imagined.

 

I'll factor in the issue when making the current round of optimizations. The good news is that in most cases, we should be able to update the XML side of the content packs (to add some of these qualities) without needing much or any change from the story/gameplay mods using the API.

Awesome, yeah even allowing animationgroups to be played on transitions would be a gamechanger imo, looking forward to the optimizations, thanks.

Posted

For some reason I am unable to go to the AAF discord.  It says it is unable to accept the invite to join the server.  A long time ago I asked for help with AAF, and I was kicked out of the server when I posted my load order.  I do not know if I was banned, or if this was a glitch.  Is there another way I can download the latest AAF?

Posted
1 hour ago, zhurendragon said:

For some reason I am unable to go to the AAF discord.  It says it is unable to accept the invite to join the server.  A long time ago I asked for help with AAF, and I was kicked out of the server when I posted my load order.  I do not know if I was banned, or if this was a glitch.  Is there another way I can download the latest AAF?

No.

Posted
1 hour ago, zhurendragon said:

For some reason I am unable to go to the AAF discord.  It says it is unable to accept the invite to join the server.  A long time ago I asked for help with AAF, and I was kicked out of the server when I posted my load order.  I do not know if I was banned, or if this was a glitch.  Is there another way I can download the latest AAF?

It wouldn't do you any good right now if you could get in.  There is nothing there but terms of service, copyright info, and an old update from May.  No download of new or old versions at all.

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