dagobaking Posted July 17, 2018 Author Posted July 17, 2018 3 hours ago, Destynova99 said: I moved all the animation mods down in the load order so they loaded after the armor mods... and now stripping works on all armors. So as Thndrwlkr said, load order does indeed matter in this regard. And I changed the settings xml back to the default and it still worked, so increasing the scan range wasn't necessary in this instance. Now I'm curious about things like accessories, holsters, visible weapons, and so forth. ? So, this seems to be unrelated to AAF. The armors were not being properly loaded for some load-order reason. Maybe something to do with AWKCR or some other dependency? 12 minutes ago, bloody_revan said: unfortunately it still does not solve my problem. aff is still crashing, but it seems to be completely random. because it rarely works, very rarely ... Sounds like F4SE or an F4SE plugin are not installed correctly.
bloody_revan Posted July 17, 2018 Posted July 17, 2018 43 minutes ago, dagobaking said: Sounds like F4SE or an F4SE plugin are not installed correctly. but which one?
Thndrwlkr Posted July 17, 2018 Posted July 17, 2018 50 minutes ago, bloody_revan said: unfortunately it still does not solve my problem. aff is still crashing, but it seems to be completely random. because it rarely works, very rarely ... F4SE is corrupted, or your base game is. I had to strip down to just the game and DLC, had Steam verify them, recleaned them in FO4Edit, started over again with F4SE, then MCM, Looksmenu, workshop mods (primarily any dependencies for the following), animation packs, AAF, animation patches, armor mods, other mods. Keep animations together, and group all the armor mods with them (before or after, but they must be with them), manually if necessary. I am currently at 239 active esp's and 351 active mods with NMM 0.65.8 (DO NOT use the one on the Nexus...search gifhub instead).
Thndrwlkr Posted July 17, 2018 Posted July 17, 2018 3 hours ago, VonHelton said: Not any more........ Someone was kind enough to give us a preliminary version. ? AAF_4PlaySEU.rar Oh? What's your verdict? Does it satisfy? If u likez, I installz.
VonHelton Posted July 17, 2018 Posted July 17, 2018 9 minutes ago, Thndrwlkr said: Oh? What's your verdict? Does it satisfy? If u likez, I installz. It works! It's a BETA, but it works........Just got to make sure you don't spam the primary key or it'll stop working. ? EDIT: Remember to make Family Planning & RSE AAF also, or you won't get anything to happen! ?
Thndrwlkr Posted July 17, 2018 Posted July 17, 2018 18 minutes ago, VonHelton said: It works! It's a BETA, but it works........Just got to make sure you don't spam the primary key or it'll stop working. ? EDIT: Remember to make Family Planning & RSE AAF also, or you won't get anything to happen! ? Cool...no spamming...imma fold this in right now.
bloody_revan Posted July 17, 2018 Posted July 17, 2018 1 hour ago, Thndrwlkr said: F4SE is corrupted, or your base game is. I had to strip down to just the game and DLC, had Steam verify them, recleaned them in FO4Edit, started over again with F4SE, then MCM, Looksmenu, workshop mods (primarily any dependencies for the following), animation packs, AAF, animation patches, armor mods, other mods. Keep animations together, and group all the armor mods with them (before or after, but they must be with them), manually if necessary. I am currently at 239 active esp's and 351 active mods with NMM 0.65.8 (DO NOT use the one on the Nexus...search gifhub instead). what do you mean? In the loadorder? MCM and AFF dont have esp's
Rufgt Posted July 17, 2018 Posted July 17, 2018 1 hour ago, Thndrwlkr said: F4SE is corrupted, or your base game is. I had to strip down to just the game and DLC, had Steam verify them, recleaned them in FO4Edit, started over again with F4SE, then MCM, Looksmenu, workshop mods (primarily any dependencies for the following), animation packs, AAF, animation patches, armor mods, other mods. Keep animations together, and group all the armor mods with them (before or after, but they must be with them), manually if necessary. I am currently at 239 active esp's and 351 active mods with NMM 0.65.8 (DO NOT use the one on the Nexus...search gifhub instead). Probably better to use MO2. It's far more superior and it makes things so much easier. 3
bloody_revan Posted July 17, 2018 Posted July 17, 2018 4 minutes ago, Rufgt said: Probably better to use MO2. It's far more superior and it makes things so much easier. is there a easy way to export from NMM to MO2?
CGi Posted July 17, 2018 Posted July 17, 2018 10 minutes ago, bloody_revan said: is there a easy way to export from NMM to MO2? No. Usually the import fails caused by an errornous NMM database so you end up with a damaged compilation of mods and left overs in the game folder. But even if you're the 1 out of 100 where it works, you end up with one massive mod what kind of kills one of the benefits MO offers. TL;DR: No, best to start all over but you can copy over the downloaded mod archives to save some time.
Rufgt Posted July 17, 2018 Posted July 17, 2018 51 minutes ago, bloody_revan said: is there a easy way to export from NMM to MO2? I recommend watching Gopher's video. He does a very good job at explaining it, even has the video divided into different times in the description to skip to where you need to watch. The video is for Mod Organizer, but works pretty much the same as MO2. Edit: In my experience, it didn't work out so well. I had to reinstall everything, but it was worth it. Here: Spoiler https://youtu.be/KD-StaBzXaI 2
VonHelton Posted July 17, 2018 Posted July 17, 2018 16 minutes ago, bloody_revan said: is there a easy way to export from NMM to MO2? As Egon said in Ghostbusters, never cross the streams! So no, unless you want alot of problems! ?
sometallbloke57 Posted July 18, 2018 Posted July 18, 2018 hi dagobaking, what a great mod you have made. I love it. i followed your install instructions and much to my surprise, i have had no issues or problems at all. first time ever for me with a mod haha! i have a question which I am sure is a frequent one. i have lots of writing in the top left of my screen. is it supposed to be there? 1
CGi Posted July 18, 2018 Posted July 18, 2018 16 minutes ago, sometallbloke57 said: i have lots of writing in the top left of my screen. is it supposed to be there? Version 80 has the debug mode enabled by default. Refer to the Wiki on how to disable it. Or download the latest version (80.1) which has the debug mode disabled by default.
dagobaking Posted July 18, 2018 Author Posted July 18, 2018 5 hours ago, bloody_revan said: but which one? How would I know this? Re-install them all. Check every mod to make sure they aren't over-writing plugin scripts. 12 minutes ago, sometallbloke57 said: hi dagobaking, what a great mod you have made. I love it. i followed your install instructions and much to my surprise, i have had no issues or problems at all. first time ever for me with a mod haha! i have a question which I am sure is a frequent one. i have lots of writing in the top left of my screen. is it supposed to be there? Thank you. That text is supposed to be there when the debug mode is on. Version 80 had debug mode set to on. Verision 80.1 turns it off. So, you should be able to upgrade to the latest version to remove that.
sometallbloke57 Posted July 18, 2018 Posted July 18, 2018 9 minutes ago, dagobaking said: How would I know this? Re-install them all. Check every mod to make sure they aren't over-writing plugin scripts. Thank you. That text is supposed to be there when the debug mode is on. Version 80 had debug mode set to on. Verision 80.1 turns it off. So, you should be able to upgrade to the latest version to remove that. wow thanks for the prompt reply. I will update to 80.1 asap.
Khaahan Posted July 18, 2018 Posted July 18, 2018 Dagobaking... the 80.1 release has only the debug set off as default or even other changes/improvement? In case there is only that update I would simply modify the xml to set the debug off. Thanks.
CGi Posted July 18, 2018 Posted July 18, 2018 14 minutes ago, Khaahan said: Dagobaking... the 80.1 release has only the debug set off as default or even other changes/improvement? In case there is only that update I would simply modify the xml to set the debug off. Thanks. it's "only" a hotfix that disabled the debug mode by default again. if you already did this, then there's no need to update. 1
Destynova99 Posted July 18, 2018 Posted July 18, 2018 10 hours ago, dagobaking said: So, this seems to be unrelated to AAF. The armors were not being properly loaded for some load-order reason. Maybe something to do with AWKCR or some other dependency? Hmm it could be, I do have AWKCR and Armorsmith Extended. It seems to also be caused by mods that add settlement objects loading before mod-added armors. I don't know why, but I had two test profiles set up that were identical except one had settlement and workshop mods and a few other minor things, and the other didn't. On the one that didn't have them, stripping worked. On the ones that did, it didn't. So I started adding in the missing mods until I got to solar power (which adds... some solar panels to the workshop menu). And suddenly stripping stopped working. First I looked in the plugin to see if anything struck me as amiss, besides a keyword getting it's name changed from the default name, which I corrected, nothing jumped out at me. It was just a standard adding workshop stuff mod. So after doublechecking to make sure the keyword change didn't affect it, I moved it down in the load order just above the animation mods (below the armor mods). Testing it then, the stripping was working again. So I switched back to the other profile with all the mods loaded and moved solar power to the same spot as in the other profile... and stripping still wasn't working. So I went back and started adding back in more mods until I got to Snap Beds, another mod that added items to the workshop menu... and again stripping stopped working. I was sensing a pattern by now, so I highlighted the entirety of the weapon and armor sections in my load order and moved them up to just after the bugfixes... before settlement mods and gameplay changes and so on. Lo and behold, stripping is working again. So this all boils down to quirks in load order: 1) Armor mods MUST be loaded before settlement/workshop menu mods. 2) Animation mods MUST be loaded AFTER armor mods. So ideally Armor mods, then workshop mods, then animation mods. Animation mods are probably best loaded near the bottom of the load order anyway, so really it's a matter of making sure all armor mods load BEFORE workshop mods.
CGi Posted July 18, 2018 Posted July 18, 2018 A little note about load order and plugin formats: it's not save to mix ESL's and ESP's/ESM's and there are a few mods that use ESL's with the ESP file extension resulting in the mod using the ESP and the ESL index. ESL plugin contents are loaded into a different space than ESP/ESM plugins but they finally have to be merged by the engine to make the content useable in-game and there seems be a flaw in the logic that does that. So i suggest to stay away from ESL's for now. The benefits this format has are minimal - despite the promisses made and turning out to be even more limiting - but the resulting complications are manyfold and usually hard to track down. P.s.: ESL's present themself as master but never ever load an ESL before an ESM. 1
Thndrwlkr Posted July 18, 2018 Posted July 18, 2018 18 hours ago, bloody_revan said: what do you mean? In the loadorder? MCM and AFF dont have esp's No...that is the installation order to avoid improper overwrites. For the load order, it should be esm's, any esl's, then any dependencies first (typically, these would be things like DEF_UI, Armor Keywords, armorsmith, etc..., workshop related mods that are required by any animation packs, armors, or weapons...anything that can or might be affected by AAF, then the strap-on mod, all animations, all patches for those animations, then armors, weapons, other mods. LOOT can be used to set the load order initially, but make sure (manually if necessary) you have the strap-on mod followed by animations, animations followed by patches, and all armor mods in one group either before or after the animations. Caliente's base CBBE files can be before and other clothing and armor mods after (tested), but don't split up the non-Caliente mods...keep them in one block, all animations in one block, and the compatibility patches right after the animations in one block...for some reason, this eliminates practically all stripping related issues.
Destynova99 Posted July 18, 2018 Posted July 18, 2018 1 hour ago, Thndrwlkr said: No...that is the installation order to avoid improper overwrites. For the load order, it should be esm's, any esl's, then any dependencies first (typically, these would be things like DEF_UI, Armor Keywords, armorsmith, etc..., workshop related mods that are required by any animation packs, armors, or weapons...anything that can or might be affected by AAF, then the strap-on mod, all animations, all patches for those animations, then armors, weapons, other mods. Nope, scroll up to my previous post. I established through quite a bit of testing that armor mods must be loaded BEFORE animation mods and mods that add to the workshop menu for stripping to occur as intended. I have no idea why workshop mods break the stripping if they load before the armors, but they do. So best to move armor mods up high in your load order, I put weapons and armors just after the bug fixes section and before the settlement mods and animation mods down near the bottom and all my issues were resolved. If your experience is different, I'd be curious to know about it and maybe we could figure out why.
VonHelton Posted July 18, 2018 Posted July 18, 2018 21 hours ago, Thndrwlkr said: Cool...no spamming...imma fold this in right now. Well, you haven't replied about the AAF SEU, so I assume everything works? ?
fred200 Posted July 18, 2018 Posted July 18, 2018 3 minutes ago, VonHelton said: Well, you haven't replied about the AAF SEU, so I assume everything works? ? Last I heard, AAF SEU was not fully converted, so everything can't work. He has not gotten to the single person animations, like masturbation, yet.
Thndrwlkr Posted July 18, 2018 Posted July 18, 2018 3 hours ago, Destynova99 said: Nope, scroll up to my previous post. I established through quite a bit of testing that armor mods must be loaded BEFORE animation mods and mods that add to the workshop menu for stripping to occur as intended. I have no idea why workshop mods break the stripping if they load before the armors, but they do. So best to move armor mods up high in your load order, I put weapons and armors just after the bug fixes section and before the settlement mods and animation mods down near the bottom and all my issues were resolved. If your experience is different, I'd be curious to know about it and maybe we could figure out why. Dont tell me no.txt I have tested every possible configuration and published numerous accounts on what goes well and what goes not over the past 10 days...armor before, armor after, armor last, animations first, workshop second, etc..., and what I have found is that, on a clean game setup, installing animations first, then framework, then patches, then armor solves every single stripping issue that is not caused by a bodyslot being outside the 30-45 range. You HAVE to have workshop items before animations if there are dependencies (Savage Cabbages package, for example), and (after testing BOTH setups) placing the armor mods en masse either exactly before the strap-on mod or fast behind the patches makes the armor strip 100% of the time, even with a 251 esp load order running 397 mods (the attached is my current playthrough, and there are exactly zero stripping issues with 238 esp, 348 mods). If you have a workshop mod that is 'breaking' stripping, you have a corrupted installation. I know this because THAT is what led me to do all the testing in the first place.
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