dagobaking Posted July 24 Author Posted July 24 On 7/8/2026 at 6:52 AM, JB. said: @dagobaking Hi Dago, I've been playing around with the latest update quite a bit and everything's going well. But I've had several instances where the actors are re-equipped with previous outfits, not the ones they were wearing before the AAF scene. I'm just reporting this in case anyone else is experiencing the same issue or if it's just me. For example, I loaded a save using an outfit set, let's call it set 1. Then I equipped an outfit set 2. Then I have an AAF scene and at the end of the scene, AAF re-equips me with outfit set 1. Thank you. I will look into this for a solution. On 7/8/2026 at 8:58 AM, savantladylilith said: Not just you! Apparently it's not just me either! I don't have the very latest update, but the previous one, off of Discord, 1.1.4 I believe? I've played around with it to see what works and doesn't, and for my example I have a companion in road leathers when you meet him, I always change his outfit - this time wearing Kellogg's outfit and a pip-boy before the scene, and it often puts him back in the road leathers (even when I remove them from his inventory, it places a new set in his inventory) and unequips the pip-boy after the scene Possibly unrelated, but I also notice occasionally an item of clothing will stay equipped when it shouldn't during the scene, and then unequip itself afterwards, almost as if it reversed the order it was supposed to do this in? Like instead of undressing that item it thinks its supposed to put it on them for the scene and remove the clothes after sex. An example again using the pip-boy, my companion will still have the pip-boy on during the scene and then it unequips after the scene. It also happens with other clothing items too though, hats, jewelry, even entire outfits etc, not just things I'm using mods to add in Using the pip-boy as my example again though, if I go into the scene settings and toggle what is being worn during the scene, telling it "equip" the pip-boy (which is visible on that companion already, so visually doesn't change anything) then telling it to "unequip", it does remove it from that actor during the scene, and then after the scene is over, they will equip it again as they're supposed to Thank you for the additional detail. Will see if I can reproduce. On 7/21/2026 at 8:51 AM, JohnyBurner said: I suppose there's no issue if I add around 100 entries to the AAF_equipmentSetData.xml? It's only limited by the slots that Bethesda gave us. It sounds like you will need to devise a scheme that uses some existing slots for new categories of clothes. This can be done to some extent. 2
EiHjDhCj11 Posted July 30 Posted July 30 On 24.7.2026 at 09:41, dagobaking said: Danke. Ich werde mich damit beschäftigen, um eine Lösung zu finden. Danke für die zusätzlichen Details. Ich werde sehen, ob ich es schaffen kann. Es ist nur durch die Plätze begrenzt, die Bethesda uns gegeben hat. Es klingt so, als müsstest du ein System entwickeln, das einige bestehende Slots für neue Kleidungskategorien nutzt. Das ist bis zu einem gewissen Grad möglich. Hallo Dago, ich bin schon fast am Ende mit meinen Nerven. Ich bin dem Discord beigetreten und finde die Datei AAF 1.7.2 überhaupt nicht zum download. Leider habe ich keine Ahnung, wo sie sein kann. Sorry, meine Muttersprache ist nicht Englisch
judge007 Posted July 30 Posted July 30 2 hours ago, EiHjDhCj11 said: Hello Dago, I'm almost at the end of my rope. I joined the Discord and I can't find the AAF 1.7.2 file to download at all. Unfortunately, I have no idea where she could be. Sorry, my native language is not English. 1
someslv Posted August 2 Posted August 2 Hello everyone, I've been trying to join the AAF Discord Server but every link i found so far is expired (even on the mod page). Can someone help me please ?
someslv Posted August 2 Posted August 2 Nevermind I got in by the patreon page https://discord.gg/PMVGjYZNVA
dagobaking Posted August 6 Author Posted August 6 # Version 1.7.4 ## Added - **First-person POV during scenes** — the follow-on teased in the 1.7.3 camera notes: watch any scene through an actor's eyes. - Press the POV key (`camera_mode_key`, **K** by default) during a player scene to switch between the normal camera and POV, and the cycle key (`/` by default — the same key that steps camera angles) to jump between the scene's actors' POVs. The on-screen key hints follow the mode, and a corner message tells you whose POV you are in. - The view rides the actor's **animated head** — position *and* gaze — so it looks where they look, moment to moment: down at a partner, back over a shoulder, and all the way over the top in an arched-back pose (the world genuinely renders upside-down, exactly as those eyes would see it). - **You keep the mouse.** The default `auto` style yields to your mouse instantly and glides back to the actor's gaze after `pov_takeover_cooldown` seconds of no look input (`pov_yaw_limit`/`pov_pitch_limit` keep you from turning the view back into the actor's own head). Prefer it different? Set `pov_control_mode` to `locked` (always the gaze, mouse ignored) or `free` (you aim, only the position rides the head). - Start every player scene in POV with `default_camera_mode = pov`; tune the feel with `pov_smoothing` (damps rapid head motion — also helps motion sensitivity) and `pov_eye_offset` (how far in front of the head bone the camera sits, clearing hair and face meshes). - Plays fair with the 1.7.3 scene camera: entering POV pauses the auto-cycle and swaps the hints; exiting hands the camera back under the normal takeover rules. POV also works with `enable_scene_camera` off — it is its own feature. - AE plugin (`aaf_1_11_221.dll`) only, like the scene camera. On the Old-Gen build the POV key simply reports "POV not available here". ## Fixed - **Actors could be redressed in a *previous* scene's outfit.** The pre-scene equipment snapshot AAF restores at scene end could survive from one scene into the next — so after changing clothes between scenes, the next scene's end re-equipped the *earlier* outfit, and anything whose slots it covered (including keyword-protected items) was displaced. The snapshot is now tied to the scene it was captured for: a leftover from an earlier scene is discarded and the actor's actual current loadout is captured fresh at each new scene's start. (Reported by jaam, JB, and savantladylilith — thank you for the detailed logs.) - **XML `hasKeyword` conditions work again.** Three stacked defects had left keyword conditions (e.g. `hasKeyword="ActorTypeRobot"` on an `equipmentSet` condition) matching nothing: - Keywords that live on the actor's **race** record were invisible to the check — and that is where *every* vanilla `ActorType*` keyword lives (`ActorTypeHuman`, `ActorTypeRobot`, …), so actor-type conditions could never match. The check now also looks at the actor's race keywords. - The **Old-Gen** plugin (`aaf_1_10_163.dll`) answered *false* for every keyword query outright, due to an invalid engine cast in its keyword handler. - Keyword names were compared **case-sensitively**; the pre-1.6 keyword path matched case-insensitively and existing mod XML relies on that. Case-insensitive matching is restored on both builds. - Bogus `XSD validation warning … 'hasKeyword' … value is not accepted by the pattern` log entries: the bundled `aaf.xsd` schema mistakenly declared `hasKeyword` as a boolean. It is a keyword editor-ID string (as documented); the schema now agrees. The warning was cosmetic — the XML still loaded — but it misled authors into thinking their file was rejected. - Removed a leftover internal keyword cache in the UI layer that could silently abort actor-data processing (attraction profile values) if XML keyword registrations changed after startup (e.g. with `reload_xml_on_game_load`). - **Closed the last gap in the 1.7.2.2 "invisible gear" fix.** 1.7.2.2 made scene equips flush at the moment they are requested, which fixed the common case — but the engine can still occasionally defer the actual apply for a locked-in-scene **player** by several seconds, past AAF's body refresh, leaving the late-landing gear (or the body itself) invisible for the rest of the scene. AAF now watches the player's inventory until those equips have really taken effect and refreshes the player's 3D again at that moment, so gear that lands late still appears. AE plugin only (NPCs were never affected — they refresh on their own). # Version 1.7.3 ## Added - **PositionTree control for player-started scenes** — two complementary ways to control whether the player is handed the manual branch-controls widget in a tree scene: - New `pc_in_scene_controls_tree` preference (default `true` = today's behavior). Set it `false` and a player who starts a positionTree scene through the wizard no longer gets the controls widget — the tree auto-advances like an NPC-run scene. Only affects wizard-started scenes; scenes started by other mods are unchanged. - New `npcControlWhenPCActor` attribute on `<tree>` — a comma-separated list of actor slot indices. If the player ends up in one of those slots, the tree auto-advances (no controls widget) regardless of who started the scene. For trees authored so the player is a passive participant (e.g. mods that put the player in a non-driving role). - **XML reload-on-load for animators** — new `reload_xml_on_game_load` preference (default `false`). With it `false`, AAF keeps pre-loading XML once at the main menu and reusing it (faster, current behavior). Set it `true` and AAF re-reads every XML file from disk on each game/save load, so animators can edit XML and load a save to see the changes without restarting Fallout. Intended only for XML iteration; leave it off for normal play. - **Authored scene cameras** — animations can move the free-cam to author-defined angles during player scenes: - Define angles with the new `cameraAngle` XML type (a position offset from the player plus how it aims — look-at, or explicit yaw/pitch, plus optional FOV). - Group angles into a `cameraPlaylist`, then attach a playlist to content either directly (a `cameraPlaylist` attribute on an `<action>` or `<animation>`) or additively via the new `cameraMapData` file (map action/animation ids to a playlist — adds camera work to existing packs **without** editing their XML). - The camera **auto-cycles** through the active playlist: `camera_angle_cycling` (on/off), `camera_angle_duration` (seconds per angle), `camera_start_angle` (first/random), and `camera_cycle_order` (linear/random). You can also step it manually with the existing cycle key (`/` by default), and an on-screen hint shows the key while a camera is active. - **Smooth transitions** between angles — `camera_transition_type` = `cut` (instant, default), `direct` (glide in a straight line), or `rotated` (orbit around the actor), with `camera_transition_speed` setting the glide length. Applies to both auto-cycling and manual stepping; the glide tracks the actor as it moves. - **Optional opening shot** — set `default_scene_start_playlist` to a playlist id and every player scene opens with an establishing move to one of its angles (`default_scene_start_angle` first/random) using its own `default_scene_start_transition`/`default_scene_start_speed`, before normal cycling. Blank (default) = no opening shot. - **Angle capture tool for animators** — while in a scene's free-cam, press the quickscene key (F11 by default) to log a ready-to-paste `<cameraAngle .../>` line for the current camera (computed relative to the player) to `aaf.log`, so you can author angles by flying the camera instead of guessing offsets. (The quickscene key no longer starts a scene while you're already in one.) - The camera always frames the player; playlists re-resolve as the animation changes (e.g. across a positionTree). - **You can take the camera anytime** — just move the free-cam (WASD/mouse) and AAF stops cutting away. It resumes auto-cycling once you've left the camera still for `takeover_cooldown` seconds; set that to `0` and AAF hands you the camera for the rest of the scene the moment you touch it (negative/blank turns the courtesy off). - Stays out of the way: the scene camera suspends itself during dialogue, menus, and loading screens (it only drives the view while the free-cam is actually active), and it always releases cleanly when a scene ends, is interrupted, or you load a save — so it can never leave the camera stuck. - **On by default, with a subtle showcase.** AAF now ships with `enable_scene_camera` set to `true` and a bundled default playlist (`aaf_opening`), so every player scene opens with a brief establishing shot — a taste of the system that invites you to explore the camera settings. Don't want it? Set `enable_scene_camera = false` for exactly the old behavior (straight to the normal free-cam), or point `default_scene_start_playlist` at your own playlist. - AE plugin (`aaf_1_11_221.dll`) only. On the Old-Gen build (`aaf_1_10_163.dll`, game 1.10.163) there is no camera support, so AAF **auto-detects and disables** the scene camera there — no camera changes, no on-screen hints, regardless of the setting. (First-person POV is a planned follow-on.) - Fixed a harmless but distracting HUD redraw: pressing the "next scene" key (Backspace) with only one scene running rebuilt the scene window for no reason; it now only cycles when more than one scene is active. ## Fixed - positionTree/animationGroup start & stop effects (equipment, morph, overlay) now apply even when the played position doesn't define them. A `stopEquipmentSet`/`stopMorphSet` (etc.) set on a `positionTree`'s (or `animationGroup`'s) `positionConfig` was silently ignored at scene start/end because AAF only read the effect from the currently-played position — which, for a tree branch playing a shared pack position, defines none. AAF now resolves these effects up the hierarchy (played **position → animationGroup → positionTree**, most-specific wins), so tree/group-level re-dress and morph effects fire as authored. A position that defines its own set still overrides the tree's. See the effect-resolution note in the positionTree documentation. - Layered outfits not restored after a scene. When AAF undressed an actor for a scene, it snapshotted their loadout to re-dress them afterward — but for **layered equipment** (outfits AAF peels in stages via `equipmentLayers`/`equipmentRules`), that snapshot pointed at the *live* equipment list, so peeling the layers mid-scene corrupted it. At scene end the original outer clothing never came back (the actor stayed in an underlayer or undressed), and a later scene could carry stale layer state forward and instantly strip a freshly re-equipped outfit. AAF now **freezes a copy** of the pre-scene loadout and restores the original items from it, and rewinds layer state on re-dress. Plain (non-layered) equipment is unchanged. If an unusual setup misbehaves with the new restore, set `legacy_equipment_restore = true` to revert to the old behavior. ## Compatibility - **PositionTree control** and **XML reload-on-load** work on both the Old-Gen (`aaf_1_10_163.dll`) and AE (`aaf_1_11_221.dll`) plugins — they are UI-side and both builds share the same UI. - **Authored scene cameras** are **AE (`aaf_1_11_221.dll`) only**. The Old-Gen plugin has no camera support and silently ignores the camera settings, so 1.10.163 users see no change from these options. (An Old-Gen camera port may come later.) 7
deathmorph Posted Thursday at 07:26 PM Posted Thursday at 07:26 PM My actress was caught by a tentacle from Animated Tentacles during a skirmish with Bunker Hill Railroad troops. The sex scene, which normally lasts 30 seconds or more, was condensed, including the speed of the animation. It was all over in 5 seconds, after which she lay flat and rigid on the ground while the battle raged on.
JB. Posted Thursday at 07:51 PM Posted Thursday at 07:51 PM 23 minutes ago, deathmorph said: My actress was caught by a tentacle from Animated Tentacles during a skirmish with Bunker Hill Railroad troops. The sex scene, which normally lasts 30 seconds or more, was condensed, including the speed of the animation. It was all over in 5 seconds, after which she lay flat and rigid on the ground while the battle raged on. Does this always happen to you? This sounds like the scene was aborted due to a collision.
deathmorph Posted Thursday at 08:00 PM Posted Thursday at 08:00 PM 7 minutes ago, JB. said: Does this always happen to you? This sounds like the scene was aborted due to a collision. That was the only scene I’ve had so far. The rapid speed of the animation had irritated me. I’ll report back after the next scene.
dagobaking Posted Thursday at 08:47 PM Author Posted Thursday at 08:47 PM 1 hour ago, deathmorph said: My actress was caught by a tentacle from Animated Tentacles during a skirmish with Bunker Hill Railroad troops. The sex scene, which normally lasts 30 seconds or more, was condensed, including the speed of the animation. It was all over in 5 seconds, after which she lay flat and rigid on the ground while the battle raged on. by design, AAF force exits an animation scene if/when one of the actors is attacked. and they kind of rag-doll out of it. it sounds like this is what happened in this case. there isn't a setting to turn this off/on currently. ill consider adding that in the future. 1
deathmorph Posted Friday at 04:33 PM Posted Friday at 04:33 PM I had to revert to version 1.7.2.2. In version 1.7.4, all animations still run in fast-forward, even when not in combat. However, something seems to be broken in my game, so I have to start a new run. I'll report back on whether it happens there too. 1
Madscout Posted Friday at 07:11 PM Posted Friday at 07:11 PM (edited) 1.7.2.2 runs great but 1.7.4 gave me a load CTD on .163. Just an observation, not a complaint. I am happy with modifications so far. I was previously for years, on AAF_V166-0_beta, then to v171-0 when it came out, right to this version. Wow, how far it has come. The new features ALMOST make me want to update my game. I appreciate everything, and will see if an (AAF) update helps me in the future. It seems as though I am at an impasse. Sounds like a lot of work to get OG to be able to use the new POV view. For that matter even for me to apparently load with v.1.7.4 in my load order. I would try v1.7.3 but don't see it as a download. Thank you much @dagobaking Edit: 1.7.3 is on Patreon I see.(?) Edited Friday at 07:24 PM by Madscout
dagobaking Posted Saturday at 12:10 AM Author Posted Saturday at 12:10 AM (edited) 7 hours ago, deathmorph said: I had to revert to version 1.7.2.2. In version 1.7.4, all animations still run in fast-forward, even when not in combat. However, something seems to be broken in my game, so I have to start a new run. I'll report back on whether it happens there too. Thank you. There is an issue with the fly-cam going too fast. But, it's being fixed for future versions. This would not change the animation speed. It doesn't look like there is actually any way to affect animation speeds via AAF. Did you by chance get a new monitor with a high refresh rate? That can change animation speeds in FO4 and requires some GPU-level changes for the game to look right again. Or is this about positionTree advancing too fast? I need more clarification about what is happening... 5 hours ago, Madscout said: 1.7.2.2 runs great but 1.7.4 gave me a load CTD on .163. Just an observation, not a complaint. I am happy with modifications so far. I was previously for years, on AAF_V166-0_beta, then to v171-0 when it came out, right to this version. Wow, how far it has come. The new features ALMOST make me want to update my game. I appreciate everything, and will see if an (AAF) update helps me in the future. It seems as though I am at an impasse. Sounds like a lot of work to get OG to be able to use the new POV view. For that matter even for me to apparently load with v.1.7.4 in my load order. I would try v1.7.3 but don't see it as a download. Thank you much @dagobaking Edit: 1.7.3 is on Patreon I see.(?) Thank you. I appreciate the kind words! What is meant by "load CTD"? main menu, loading a save, or first scene? The 163 hasn't changed a lot. Many of the latest changes only applied to the AE version this time. But, there is a keyword related change that could have an effect in some circumstances. OG can't have the POV feature because it uses a different version of commonlib that doesn't include the same camera functions. Of course, it's possible in theory. But, it would be a ton of work just to accommodate people staying on an old game version. As soon as they update its never used again. This is why people really need to cut their losses and update. Most big mods have moved on for technical reasons and having people holding onto some legacy version is actually complicating what authors can support/do. This will only get worse the longer it goes on. 1.7.3 is no longer available. It was temporarily there for testing. But, the new testing build via Patreon is 1.7.5 which focuses mostly on adding the ini settings to the MCM. [UPDATE: The keyword change for 163 in this version basically fixed keyword reporting that had been broken. So, the cause of the CTD is likely something that uses/relied on keywords that actually depended on incorrect keyword reporting to avoid the CTD. If you can DM a crash report via Buffout or Addictol I can probably pinpoint exactly what is causing the crash (it does not appear to be AAF directly).] Edited Saturday at 12:25 AM by dagobaking 1
deathmorph Posted Saturday at 07:39 AM Posted Saturday at 07:39 AM 7 hours ago, dagobaking said: There is an issue with the fly-cam going too fast. I started a new game. The speed of the observed tentacle sex was normal here. I can confirm the problem with the speed of the free camera. I have attached the specifications of my monitor and graphics card. I use NAC-ENB and have limited it to 61 FPS. Please let me know if I can help. Spoiler
Skydart Posted Saturday at 03:03 PM Posted Saturday at 03:03 PM I can't download the AAF via Discord; when I click the link, it says I don't have access to it. Sorry, my native language is not English. link -https://discordapp.com/channels/425389991481442307/1219819008887357521
dagobaking Posted Saturday at 04:36 PM Author Posted Saturday at 04:36 PM sounds like you are not using the actual discord app. the link you post is for a channel. not for a download.
Skydart Posted Saturday at 05:50 PM Posted Saturday at 05:50 PM I go to "https://www.loverslab.com/files/file/5584-advanced-animation-framework/", then click "download this file" and get redirected to Discord, but there is no link to download AAF. All I see is: Rules Announcements And nothing else.
Samhsay Posted Saturday at 05:54 PM Posted Saturday at 05:54 PM 3 minutes ago, Skydart said: Rules Open it and read 1
Madscout Posted Saturday at 06:38 PM Posted Saturday at 06:38 PM (edited) 18 hours ago, dagobaking said: Thank you. I appreciate the kind words! What is meant by "load CTD"? main menu, loading a save, or first scene? The 163 hasn't changed a lot. Many of the latest changes only applied to the AE version this time. But, there is a keyword related change that could have an effect in some circumstances. OG can't have the POV feature because it uses a different version of commonlib that doesn't include the same camera functions. Of course, it's possible in theory. But, it would be a ton of work just to accommodate people staying on an old game version. As soon as they update its never used again. This is why people really need to cut their losses and update. Most big mods have moved on for technical reasons and having people holding onto some legacy version is actually complicating what authors can support/do. This will only get worse the longer it goes on. 1.7.3 is no longer available. It was temporarily there for testing. But, the new testing build via Patreon is 1.7.5 which focuses mostly on adding the ini settings to the MCM. [UPDATE: The keyword change for 163 in this version basically fixed keyword reporting that had been broken. So, the cause of the CTD is likely something that uses/relied on keywords that actually depended on incorrect keyword reporting to avoid the CTD. If you can DM a crash report via Buffout or Addictol I can probably pinpoint exactly what is causing the crash (it does not appear to be AAF directly).] First of all thank you for your time. When I installed the new file the game just failed to load (a save)and went right to desktop no "crash log". I only tried one time to load the game, and after the no-load, I went back to 1.7.2.2. (I'm kinda skiddish that way) If I get a no-load or a crash, I go back to what worked. Edited Saturday at 06:49 PM by Madscout
dagobaking Posted Sunday at 12:28 AM Author Posted Sunday at 12:28 AM 5 hours ago, Madscout said: First of all thank you for your time. When I installed the new file the game just failed to load (a save)and went right to desktop no "crash log". I only tried one time to load the game, and after the no-load, I went back to 1.7.2.2. (I'm kinda skiddish that way) If I get a no-load or a crash, I go back to what worked. Thank you. This doesn't sound like an AAF issue. 1
Madscout Posted Monday at 03:51 PM Posted Monday at 03:51 PM (edited) Thank you @dagobaking, you were right. I got brave a tried another install of 1.7.4 and it gave me no problems.(.163) I don't get many ctds like that so my assumption was the mod. I understand what you were asking now (when did the crash happen), this is the first load after install. Mod v1.7.4 is working great. Thank you. Edited Monday at 03:53 PM by Madscout
Holylokki Posted Monday at 05:06 PM Posted Monday at 05:06 PM 1 hour ago, Madscout said: I understand what you were asking now (when did the crash happen), this is the first load after install. By the way, yes. On first boot after installing v1.7.4, creating a new scene does not work in the AAF menu. The menu simply doesn't respond to the Enter key. When updating from an older version (presumably v1.1.2), AAF may get stuck at 56/57 initialization. This can be solved using save/load. 1
Madscout Posted Monday at 07:01 PM Posted Monday at 07:01 PM (edited) I do seem to have an issue now where PVPK scenes not all but a some get either stuck(player locked unable to move). I have been able to hit the "end" key and cleared it up once or twice, but not dependably. I do a lot of "dumpinputenablelayers" but it does not always work. Also debug in it's own mod, and what worked once doesn't work twice. But that was with 1.7.2.2. I guess I am asking if PVPK could be old(?) and not supported? I am wondering if I need to reinstall or don't use most of PVPK. I am just musing here. It seems centered around "Collar Master" quest. Everything else works fine. I will look for it in the v1.7.4. I have about 3-4 hours on new version of AAF and have not yet had the issue though. Just throwing this out there if anybody has had similar issue, and can help me understand. P.S. when I say PVPK scene, I am talking about what it generates, or related to. Edited Monday at 07:03 PM by Madscout
alexocean Posted Monday at 09:45 PM Posted Monday at 09:45 PM Hi guys !!! So, I've started to mod fallout 4 again after 2-3 years and I'm having right now an issue which I didn't had on older AAF versions (not sure if it was something around v1.1). Anyways, here comes the issue which took me over a day to find out. Any time I have my ENB+Preset working, the erections are not working on any scene but here comes the funny part, if I disable the ENB effects ingame while in the scene and switch stage or animation, the erection comes back, if i activate ENB again, errection stays unless i switch stage or animation, then it goes flacid again haha. My guess here is that it's not related to ENB, probably the little lag between animation starts or animation stage changes gets a little bit increased with ENB on and that causes the morph to not take effect in time. Funny thing, it's the same setup I had 2 years ago, the only difference in mods are that the AAF version went from 1.1.x (can't remember) to 1.7.4 and I changed Buffout 4 NG for Addictol (but I already tried to revert it). Game version is downgraded from 221 to 1.10.163 + LooksMenu 1.6.18 instead of 1.6.20, FPS with or without ENB is still over 160 as It has no other visual mods installed for now but I have the fps locked to 60, problem happens either way. So a quick question here, is there any setting on AAF which allows to delay the morph for like a second, just to check? Or does anyone have a idea how to solve it which isn't turning off ENB? Thanks and sorry for my english !!!!
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