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Posted
2 hours ago, VonHelton said:

Well, you haven't replied about the AAF SEU, so I assume everything works?

 

?

 

 

Four of four successes on the test rig (that one is female), so I will say good to go.  Have only just acquired Dogmeat on the full playthrough (male, because I just found a Rock looksmenu preset, and you can smell what he has got cookin' for RSE!)

 

Edit: 1360289277_Fallout47_18_20182_21_09PM.thumb.png.94c598c676a4c5647869d94dd6485df0.png  Just look at that sexy bish!  Just LOOK at him

Posted
23 hours ago, Rufgt said:

Probably better to use MO2. It's far more superior and it makes things so much easier.

I agree.  I had boat loads of trouble with NMM 65.2 when it released, and although 65.8 seems to be a lot smoother, I hate having to close NMM, then restart it every time I automatically sort, upgrade a mod, etc...  I used MO for Skyrim, but switched over to NMM when Fallout 4 dropped, and just haven't migrated over to the MO2 yet.  Just lazy, I suppose.

Posted
10 hours ago, Thndrwlkr said:

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.

It's odd that we had such different experiences with our testing. When I first started trying to get it work, I had tried things your way and got no love. So after days of testing, I arrived at the conclusion above and that's what worked for me. So maybe there isn't a "one solution to all problems". If people are having problems, they can try your way, and if that doesn't work, try mine. If it still doesn't work, then they're going to have to figure it out themselves probably.

Posted

I am sorry to say I have done something wrong. when I select a partner for my character and she is stripped prior to the fun,instead of being naked, she appears to be wearing the nevernude textures from CBBE.

 

how can i fix this please?

 

 

20180719035624_1.jpg

Posted
40 minutes ago, sometallbloke57 said:

I am sorry to say I have done something wrong. when I select a partner for my character and she is stripped prior to the fun,instead of being naked, she appears to be wearing the nevernude textures from CBBE.

 

how can i fix this please?

 

 

20180719035624_1.jpg

By Odin's beard, what have you done? LMAO!!

 

?

 

Obviously, a fresh install is required.......

 

 

Posted
12 hours ago, Thndrwlkr said:

I agree.  I had boat loads of trouble with NMM 65.2 when it released, and although 65.8 seems to be a lot smoother, I hate having to close NMM, then restart it every time I automatically sort, upgrade a mod, etc...  I used MO for Skyrim, but switched over to NMM when Fallout 4 dropped, and just haven't migrated over to the MO2 yet.  Just lazy, I suppose.

Manually install, then go into NMM & approve them & exit NMM.

 

?

 

 

Posted
13 hours ago, Thndrwlkr said:

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.

 

 

Ok, so I just put my clothing last or near last in my load order & I should be good to go?

 

?

 

 

 

Posted
13 hours ago, Thndrwlkr said:

Four of four successes on the test rig (that one is female), so I will say good to go.  Have only just acquired Dogmeat on the full playthrough (male, because I just found a Rock looksmenu preset, and you can smell what he has got cookin' for RSE!)

Outstanding!

 

?

 

 

 

Posted

I've now had my pipboy stolen after an animation. When the animation started my character had disappeared, NPC was still there. When I got them back they were naked (though stripping is set to none) and there was no pipboy though I could succesfully activate it. (By which I mean the holding it to wrist animation played but there was no actual pipboy) I had debug on but it didn't generate any messages.

 

The reason I had debug on is that I'm also having a totally inconsistent thing where animations only scroll for my character. This happens sometimes but other times it doesn't.

Posted
3 hours ago, Destynova99 said:

It's odd that we had such different experiences with our testing. When I first started trying to get it work, I had tried things your way and got no love. So after days of testing, I arrived at the conclusion above and that's what worked for me. So maybe there isn't a "one solution to all problems". If people are having problems, they can try your way, and if that doesn't work, try mine. If it still doesn't work, then they're going to have to figure it out themselves probably.

Not really odd...but rare.  I had only slot 33 working for a long time, and after watching dagobaking duel with all the complaints with no real success, I started wondering if (gasp) it might be my own fault, so when the last update for FO4 dropped, I uninstalled everything, had Steam verify my files (which turned out to be nerfed up pretty good after more than two years of some pretty wild modding), and started out reinstalling using the prodecure he and CGI were touting...bare minimum installation, and a slow, incremental mod addition.

 

Once I had the framework and animations in, I started with just armor mods and dependencies (this is where I came to the conclusion that workshop items should be high in the load order), and tested each new set before logging out and adding another.  The only real issues I found this way were armors added via esl's (such as Niero's CROSS mods), and that is what led me to the conclusion of keeping all armor mods together in the load order (since the only ones that didn't play were those separated from the block of animation esp's).  I tested this by physically moving the armor esp's around in the load order, and problems presented when I moved them away from the pack, so to speak.

 

While the procedure I outlined works very well for me and some of the others who were having problems, due to the unique nature of modding, the best course for anyone having problems (that is to say, those who cannot get joy following my procedure, or yours, as I found it also works) would be to do exactly what I did...go back to basics and test out the mods you are using one at a time. One question though...is the workshop mod that breaks your stripping Settlement Supplies Extended (or expanded...don't really remember that name for some reason)?  After playing around, I find that LOOT moves it (and Build your own pool) away from the other workshop mods and places them lower in the load order.  I haven't found that it makes any difference for my setup, but it IS a case supporting your load order testing as well

 

1 hour ago, VonHelton said:

Ok, so I just put my clothing last or near last in my load order & I should be good to go?

 

?

 

 

 

I don't think it matters so much being last, per se, but rather that they stay in a solid block, and are physically grouped with the animations.  Like Destynova99 mentioned, they will work if placed right before animations (I verified this before opening my pie hole, because I have been wrong before), or right after.  The configuration that seems to work best with modular armors is the one I used for testing, where I installed F4SE, MCM, and Looksmenu to the base game, all PC creation mods, Workshop, Animations, Framework, patches, armor, all the rest, then keeping them in groups in the load order.  LOOT doesn't move any of them once they are put in that order (except for Dave's Poses, SSEX, and B.Y.O.P.  which LOOT wants to keep after the RSE plugin for some reason...I let it have its way on those), so the order seems logical to that program (although no one should trust what LOOT says implicitly.)

 

Final Test Load.txt   AAF_equipmentSetData.xml

This is the test load (female) and the edited equipment XML (slots 30-50) I ended up with using the AAF SEU plugin with the fourplay proxy.  If it doesn't work precisely as advertised, migrate armor mods from after the animations to before (I think the block you are interested in starts at about 90 or 91 on this list with the VIO strap-on mod).  This load out doesn't have all my armor mods installed (no dude stuff), and obviously, texture replacers such as Lazman, 2Pac, SHB refits, don't show (but have no issues that I can find either), but it does include the ones that were giving me fits (easygirl, TERA mods, Dicky's pinup, HonestAbe, et al).

 

Now, if anyone can find a smoother solution, I am all ears.

Be careful with Build Your Own Pool, though...using the 'do not strip Pipboy' option leads to some weird behavior.  It is the first real conflict I have found, and it is user induced, naturally.

Posted
2 hours ago, VonHelton said:

Manually install, then go into NMM & approve them & exit NMM.

 

?

 

 

This is actually what I have started doing.  Good advice, this, for NMM users.

Posted
2 hours ago, Thndrwlkr said:



Not really odd...but rare.  I had only slot 33 working for a long time, and after watching dagobaking duel with all the complaints with no real success, I started wondering if (gasp) it might be my own fault, so when the last update for FO4 dropped, I uninstalled everything, had Steam verify my files (which turned out to be nerfed up pretty good after more than two years of some pretty wild modding), and started out reinstalling using the prodecure he and CGI were touting...bare minimum installation, and a slow, incremental mod addition.

 

Once I had the framework and animations in, I started with just armor mods and dependencies (this is where I came to the conclusion that workshop items should be high in the load order), and tested each new set before logging out and adding another.  The only real issues I found this way were armors added via esl's (such as Niero's CROSS mods), and that is what led me to the conclusion of keeping all armor mods together in the load order (since the only ones that didn't play were those separated from the block of animation esp's).  I tested this by physically moving the armor esp's around in the load order, and problems presented when I moved them away from the pack, so to speak.

 

While the procedure I outlined works very well for me and some of the others who were having problems, due to the unique nature of modding, the best course for anyone having problems (that is to say, those who cannot get joy following my procedure, or yours, as I found it also works) would be to do exactly what I did...go back to basics and test out the mods you are using one at a time.

One question though...is the workshop mod that breaks your stripping Settlement Supplies Extended (or expanded...don't really remember that name for some reason)?  After playing around, I find that LOOT moves it (and Build your own pool) away from the other workshop mods and places them lower in the load order.  I haven't found that it makes any difference for my setup, but it IS a case supporting your load order testing as well



I don't think it matters so much being last, per se, but rather that they stay in a solid block, and are physically grouped with the animations.  Like Destynova99 mentioned, they will work if placed right before animations (I verified this before opening my pie hole, because I have been wrong before), or right after.  The configuration that seems to work best with modular armors is the one I used for testing, where I installed F4SE, MCM, and Looksmenu to the base game, all PC creation mods, Workshop, Animations, Framework, patches, armor, all the rest, then keeping them in groups in the load order.  LOOT doesn't move any of them once they are put in that order (except for Dave's Poses, SSEX, and B.Y.O.P.  which LOOT wants to keep after the RSE plugin for some reason...I let it have its way on those), so the order seems logical to that program (although no one should trust what LOOT says implicitly.)

 

Final Test Load.txt   AAF_equipmentSetData.xml

This is the test load (female) and the edited equipment XML (slots 30-50) I ended up with using the AAF SEU plugin with the fourplay proxy.  If it doesn't work precisely as advertised, migrate armor mods from after the animations to before (I think the block you are interested in starts at about 90 or 91 on this list with the VIO strap-on mod).  This load out doesn't have all my armor mods installed (no dude stuff), and obviously, texture replacers such as Lazman, 2Pac, SHB refits, don't show (but have no issues that I can find either), but it does include the ones that were giving me fits (easygirl, TERA mods, Dicky's pinup, HonestAbe, et al).

 

Now, if anyone can find a smoother solution, I am all ears.

Be careful with Build Your Own Pool, though...using the 'do not strip Pipboy' option leads to some weird behavior.  It is the first real conflict I have found, and it is user induced, naturally.

No, first it was "Solar Power" which adds some solar panels to the workshop menu. So I reinstalled that, nothing. Then I moved it down right before the animation mods and stripping worked again. So then I started adding back in more mods and stripping broke again when I got to SnapBeds. So I reinstalled/moved that, and then it broke again on "BalconySupports". So I came to the conclusion that it was any mod that altered the workshop menu, but moving them somewhere between armor mods and animation mods fixed it.

I don't use LOOT at all for load order anymore. It was too much of a hassle, trying to implement a bunch of rules for the mods that weren't ordering correctly... and of course mods were all over the place and it only worked smoothly half the time. Once I started sorting my mods manually, all my issues dried up at least up until the stripping bug... which is now resolved.

 

This is my current load order  A small note, the section tags are empty plugins that I don't activate, they're just there to help me put junk in the right place. Previously I had the animations up with "Gameplay Tweaks" and the weapons and armors were down before the "Crafting" section, but I had to reorder to fix the stripping.

Posted
39 minutes ago, Destynova99 said:

No, first it was "Solar Power" which adds some solar panels to the workshop menu. So I reinstalled that, nothing. Then I moved it down right before the animation mods and stripping worked again. So then I started adding back in more mods and stripping broke again when I got to SnapBeds. So I reinstalled/moved that, and then it broke again on "BalconySupports". So I came to the conclusion that it was any mod that altered the workshop menu, but moving them somewhere between armor mods and animation mods fixed it.

I don't use LOOT at all for load order anymore. It was too much of a hassle, trying to implement a bunch of rules for the mods that weren't ordering correctly... and of course mods were all over the place and it only worked smoothly half the time. Once I started sorting my mods manually, all my issues dried up at least up until the stripping bug... which is now resolved.

 

This is my current load order  A small note, the section tags are empty plugins that I don't activate, they're just there to help me put junk in the right place. Previously I had the animations up with "Gameplay Tweaks" and the weapons and armors were down before the "Crafting" section, but I had to reorder to fix the stripping.

let me add those three into my test rig.  There is a script cascade in there that is getting snarled I think.  If I had to gamble without testing, I would guess it is SnapBeds, since beds are affected by AAF, but I have been wrong before.

 

To date, I have only found three mods which mess up the papyrus in regards to stripping: Ans_apparel (https://www.nexusmods.com/fallout4/mods/19074), Build your own Pool (https://www.nexusmods.com/fallout4/mods/13316/  ... although one needs to manipulate the pipboy stripping option to 'no'), and Strip Cube (currently deleted from the Nexus...dunno why, haven't looked), but the three mods you mentioned have not been played with as of yet.

 

 

 

Edit:  Just a wild thought...did you try putting those three (and SSEX) near the bottom...probably right after the compatibility patches?  One solid block, right around number 212, before the better settlers patches?  for script purposes, they would be dead last to load.  SSEX seems to work better for me if it is lower than the other workshop mods, and if it works for that one, it might for the other three.  If you haven't done that, don't (I will take a crack at it to test), because barring that (without actually doing the test), I think you may have actually already hit the best solution...placing the offending workshop items between animations and armors.  That should keep them from getting as tangled as Granny's ball of yarn.

 

 

Also, what do you think of Music Mods Merged (I see you have it installed)?  I have been considering adding that type of mod (because Travis is so snoozy after so many playthroughs), but haven't seen anything eye catching yet.

Posted
3 hours ago, JosephShin said:

I can't get the FP mods to work with AFF. Nothing happens after the fudge conversations, sex pistol doesn't work too.

Any suggestions?

if you are using FP mods in conjunction with AAF, you need the fourplay proxy installed via the compatibility patch.  If the mods don't work with just the proxy installed, you may need to copy the fourplay esm archive into your data folder, and tick it active with your mod manager.  If you have to copy over the esm from fourplay, then your best option would be to try @VonHelton 's parallel framework installation instead, though it is highly probable that you will not see any AAF animations firing during fourplay events.

Posted
13 minutes ago, Thndrwlkr said:

if you are using FP mods in conjunction with AAF, you need the fourplay proxy installed via the compatibility patch.  If the mods don't work with just the proxy installed, you may need to copy the fourplay esm archive into your data folder, and tick it active with your mod manager.  If you have to copy over the esm from fourplay, then your best option would be to try @VonHelton 's parallel framework installation instead, though it is highly probable that you will not see any AAF animations firing during fourplay events.

Proxy is installed already. And what do you mean by fourplay.esm archive. I'm probably being dumb here.

Posted
14 minutes ago, JosephShin said:

Proxy is installed already. And what do you mean by fourplay.esm archive. I'm probably being dumb here.

in the fourplay zip, there is a file called 'fourplay_resources' or something very similar, that has the .esm extension.  These are all the resources necessary for fourplay dependent mods to run properly.  With the proxy, only the esp file gets installed, but in a fourplay installation, the esm is copied into the Data folder.  Try doing that manually...close your mod manager, open the fourplay zip, drag the esm into Data, restart your mod manager, tick the esm active, close mod manager, restart mod manager (not necessary for MO or MO2 users, the closing and restarting), and load up your save to test.  I tried this once before, back in the early days of AAF (one of the 60's), and it seemed to work well, but I have not tested it with the current build (80.1), or with the new RSE installed, so I cannot vouch for its correct function under them.

 

If the esm doesn't help, you can just delete it out of the Data folder.

Posted
4 minutes ago, Thndrwlkr said:

in the fourplay zip, there is a file called 'fourplay_resources' or something very similar, that has the .esm extension.  These are all the resources necessary for fourplay dependent mods to run properly.  With the proxy, only the esp file gets installed, but in a fourplay installation, the esm is copied into the Data folder.  Try doing that manually...close your mod manager, open the fourplay zip, drag the esm into Data, restart your mod manager, tick the esm active, close mod manager, restart mod manager (not necessary for MO or MO2 users, the closing and restarting), and load up your save to test.  I tried this once before, back in the early days of AAF (one of the 60's), and it seemed to work well, but I have not tested it with the current build (80.1), or with the new RSE installed, so I cannot vouch for its correct function under them.

 

If the esm doesn't help, you can just delete it out of the Data folder.

Well I already have that resource file because I have FP installed.

Is this the cause? Do I need only the proxy without FP itself?

Posted
5 minutes ago, JosephShin said:

Well I already have that resource file because I have FP installed.

Is this the cause? Do I need only the proxy without FP itself?

Yeah that's probably the source of your problems. Follow this guide:

 

 

Posted
2 minutes ago, Destynova99 said:

Yeah that's probably the source of your problems. Follow this guide:

 

 

HA!  beat me to it.  Was literally just going to get this link.

Posted
9 minutes ago, JosephShin said:

Well I already have that resource file because I have FP installed.

Is this the cause? Do I need only the proxy without FP itself?

if you are using a fourplay installation in parallel, don't use the proxy.  Try this.

 

Personally, with the release of RSE, AAF_FPE, and AAF_SEU, the only time I mess with fourplay is for testing, but that is a personal preference.  We can figure out how to make your setup work...LoversLab has one of the sharpest modding communities I have ever seen.

Posted
52 minutes ago, Destynova99 said:

Yeah that's probably the source of your problems. Follow this guide:

 

 

Ok, I'll try to install AFF again without FP, AFF has a new update anyway.

 

Thank you all for your answers, most appreciated.

Posted

Pardon me guys, I’m a RSE users that finally converted to AAF from 4P with the recent release of AAF-RSE.  The bugs I understand are normal right now are the API keeps showing and clothing I think.  Other bugs are from RSE trying to work with AAF.   My bug is not the getting undressed, but redressing afterwards.  (Except for one scene where I was undressed and the attacker was dressed, but I think that might have been a RSE CSA bug.)

 

i was wondering what the known fix for the problem was.

 

thanks

Posted
1 hour ago, fobbadabalaba said:

Pardon me guys, I’m a RSE users that finally converted to AAF from 4P with the recent release of AAF-RSE.  The bugs I understand are normal right now are the API keeps showing and clothing I think.  Other bugs are from RSE trying to work with AAF.   My bug is not the getting undressed, but redressing afterwards.  (Except for one scene where I was undressed and the attacker was dressed, but I think that might have been a RSE CSA bug.)

 

i was wondering what the known fix for the problem was.

 

thanks

Usually redress issues (not getting redressed or getting redressed in an old outfit) have to do with the way your outfit record is stored. The outfit seems to be saved when you exit the game (just exiting to the main menu and loading your exitsave is sufficient). Otherwise an old outfit might be saved and it might even restore something you had sold or dropped previously.

 

If that doesn't solve your problem, then it's most likely an RSE bug with the recent AAF switch. Do you get redressed normally if you initiate a sex scene with the AAF wizard, or quickscene hotkey?

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