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Posted
37 minutes ago, Destynova99 said:

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?

It is the NPC’s that are not getting dressed after sex scene with vanilla slot clothes (some replacer mods).    My characters modded clothes redress in working order.

Posted
19 hours ago, VonHelton said:

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

 

?

 

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

 

 

all fixed now thank goodness.  I reinstalled CBBE and CBBE Innies and batch built all outfits with my new bodyslide custom preset.  i attached some screenshots in my technical help post.

Posted
19 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?

Well, start with this.........

 

https://www.bitchute.com/video/kGSWHfxY2hgn/

 

Then, install the proxy over 4Play. Install Polistrio's Leito Fix.

 

Then install AAF SEU.

 

Then install AAF Family Planning Enhanced.

 

?

 

 

 

Posted
16 hours ago, riot_punch said:

I don't know if you guys do requests, is there a way to make AAF compatible with the Get Dirty mod (https://www.nexusmods.com/fallout4/mods/29171)?

I believe it doesn't use the same overlay mechanics as Looksmenu tattoos. 

I'm not aware of another way to apply overlays. I suspect it probably is using looksmenu that way. But, nothing wrong with that. It works well.

 

I'm not sure what you mean by "compatible"? AAF does have some functionality for applying overlays now. Polistiro set it up in some of his patches.

 

Another modder could make additional types of overlays and have them added through AAF.

Posted
2 hours ago, dagobaking said:

I'm not aware of another way to apply overlays. I suspect it probably is using looksmenu that way. But, nothing wrong with that. It works well.

 

I'm not sure what you mean by "compatible"? AAF does have some functionality for applying overlays now. Polistiro set it up in some of his patches.

 

Another modder could make additional types of overlays and have them added through AAF.

Only a suspicion since GetDirty doesn't need LooksMenu in order to function, my guess is that it uses similar layer mechanics as vanilla bullet wounds.

By incompatible I meant; the character duplicates don't have the dirt layers on them.

I've been trying to find an easy way to bypass the issue by using the AAF overlay system in a similar fashion as Polistiro's mod by adding the dirt layers at the beginning of the animations.

Is there a way to add layers to a character's face?

Posted
3 hours ago, riot_punch said:

Only a suspicion since GetDirty doesn't need LooksMenu in order to function, my guess is that it uses similar layer mechanics as vanilla bullet wounds.

By incompatible I meant; the character duplicates don't have the dirt layers on them.

I see. I was probably mistaken then. They  probably are using some vanilla effect system. I'm not too familiar with how that works. But, I would be surprised if there is a way to copy the effect exactly.

 

It can probably be re-applied. But, I don't want to get into the business of adding exception code for random other mods. I prefer generic solutions for a framework.

Quote

I've been trying to find an easy way to bypass the issue by using the AAF overlay system in a similar fashion as Polistiro's mod by adding the dirt layers at the beginning of the animations.

Is there a way to add layers to a character's face?

 

Unfortunately, there is not currently a function that allows adding overlays to the face. The code to do that actually does exist in F4SE. But, it only gets used during character edit mode.

 

That is on my short-list of things I am hoping another coder will eventually contribute: making an F4SE plugin that provides a Papyrus function for adding face overlays.

 

If anyone knows C++ and is up to it, let me know. I already have links to the code in F4SE where it's done. It just needs someone to make the code into reachable functions.

 

---

 

I can make an API so that overlays can be added through AAF. But, I'm not sure if it makes too much sense because its not a lot of code to do directly through Looksmenu. The benefit would be mainly that AAF would handle time delays for you and remove the overlay after x time. If someone makes an overlay-based dirt mod, they will probably be able to handle making their own delay system too.

 

2 hours ago, pimpn3z317 said:

what does missing aaf api mean?

 will this work with start me up mod 

This message comes from RSE. Not AAF.

 

I'm not sure what it means exactly. From reading, it sounds like its a false negative?

 

Start Me Up. Yes. I use that during all of my testing.

Posted
1 hour ago, dagobaking said:

 

 

This message comes from RSE. Not AAF.

 

I'm not sure what it means exactly. From reading, it sounds like its a false negative?

 

Start Me Up. Yes. I use that during all of my testing.

ok thank you so its a bug or messed up install from RSE got it

Posted
1 hour ago, dagobaking said:

I see. I was probably mistaken then. They  probably are using some vanilla effect system. I'm not too familiar with how that works. But, I would be surprised if there is a way to copy the effect exactly.

 

It can probably be re-applied. But, I don't want to get into the business of adding exception code for random other mods. I prefer generic solutions for a framework.

 

Unfortunately, there is not currently a function that allows adding overlays to the face. The code to do that actually does exist in F4SE. But, it only gets used during character edit mode.

 

That is on my short-list of things I am hoping another coder will eventually contribute: making an F4SE plugin that provides a Papyrus function for adding face overlays.

 

If anyone knows C++ and is up to it, let me know. I already have links to the code in F4SE where it's done. It just needs someone to make the code into reachable functions.

 

---

 

I can make an API so that overlays can be added through AAF. But, I'm not sure if it makes too much sense because its not a lot of code to do directly through Looksmenu. The benefit would be mainly that AAF would handle time delays for you and remove the overlay after x time. If someone makes an overlay-based dirt mod, they will probably be able to handle making their own delay system too.

 

This message comes from RSE. Not AAF.

 

I'm not sure what it means exactly. From reading, it sounds like its a false negative?

 

Start Me Up. Yes. I use that during all of my testing.

Unfortunately that is beyond my capabilities, though I would try to learn and develop a way to counter the issue. Thanks for the very informative response.

It seems the easiest way is to modify the GetDirty mod to function by using Looksmenu. 

Posted

I have questions about the QuickScene function... First is there a way to change the length of the scene? It seems to be about 30 seconds long at the moment, and I'd prefer that to be more like 90 or 120 seconds.

 

Secondly how does the function actually select the scene? I get the impression that it looks for matching furniture and just takes the first available option?... I say this because it always seems to pick the exact same piece of furniture every time, even if other options are available.

 

For example I'm in an interior cell that has two small cafe tables, a chair and finally the 'ground'... However every time I hit QuickScene, no matter where I am in the cell, the actors will always use the exact same cafe table... If I delete that cafe table they're always use the other one. If I delete that second table they'll always use the chair... Finally they'll only use the ground if there's no possible furniture available in the cell.
Is that the intended behaviour? I mean I'd prefer it to pick a scene location at random if that's possible... Or better still, I wish it would pick the nearest furniture item, on the assumption that I'm standing where I want to play the scene.

Thirdly, is it possible to make 'ground' animations prefer a mattress or sleeping bag if there's one nearby, even without specifically embedding them into those pieces of furniture?

I know from searching the thread first that QuickScene was never intended to be the primary means of scene creation, but I think it should be. It's clearly the most immersive way to interact. Or at least it could be with a few tweaks... For example I'm traveling around with the companion Ivy, and occasionally she'll say something like "I need your thick cock in me right now!". At which point I'm always inclined to just hit F11 and see what happens next ... rather than navigate my way through menus, selecting actors and locations and animation sequences in an unintuitive way that's all too easy to cancel by mistakenly hitting the wrong key at the wrong point in the process.
But the problem with hitting F11 is that, depending on where I am, it's utterly predictable what will happen: The same exact scene will play in many common locations, with no variation, even though plenty of alternative scenes are available (which is easy to verify just by using the full scene menu).

Posted
3 hours ago, TheCaptn said:

I have questions about the QuickScene function... First is there a way to change the length of the scene? It seems to be about 30 seconds long at the moment, and I'd prefer that to be more like 90 or 120 seconds.

 

 


Secondly how does the function actually select the scene? I get the impression that it looks for matching furniture and just takes the first available option?... I say this because it always seems to pick the exact same piece of furniture every time, even if other options are available.

 

For example I'm in an interior cell that has two small cafe tables, a chair and finally the 'ground'... However every time I hit QuickScene, no matter where I am in the cell, the actors will always use the exact same cafe table... If I delete that cafe table they're always use the other one. If I delete that second table they'll always use the chair... Finally they'll only use the ground if there's no possible furniture available in the cell.
Is that the intended behaviour? I mean I'd prefer it to pick a scene location at random if that's possible... Or better still, I wish it would pick the nearest furniture item, on the assumption that I'm standing where I want to play the scene.

Thirdly, is it possible to make 'ground' animations prefer a mattress or sleeping bag if there's one nearby, even without specifically embedding them into those pieces of furniture?

I know from searching the thread first that QuickScene was never intended to be the primary means of scene creation, but I think it should be. It's clearly the most immersive way to interact. Or at least it could be with a few tweaks... For example I'm traveling around with the companion Ivy, and occasionally she'll say something like "I need your thick cock in me right now!". At which point I'm always inclined to just hit F11 and see what happens next ... rather than navigate my way through menus, selecting actors and locations and animation sequences in an unintuitive way that's all too easy to cancel by mistakenly hitting the wrong key at the wrong point in the process.
But the problem with hitting F11 is that, depending on where I am, it's utterly predictable what will happen: The same exact scene will play in many common locations, with no variation, even though plenty of alternative scenes are available (which is easy to verify just by using the full scene menu).

 

 

Open up AAF_Settings.xml in Data/AAF/ and edit this line to your desired value:

 

!-- PREFERENCES --
setting id="default_scene_duration" value="30"/

 

(Hmm tried pasting it in a code box but most of it got deleted... I could have sworn the general idea of a code box was that it would display everything without trying to process the code? So brackets removed so it shows in text.)

 

As for quickscene, I can't speak for Dagobaking but I believe it's meant as just a shortcut test for the moment. You can use a mod like "Sex Em Up" (I believe I saw mention there was an AAF conversion now) or some other mod that includes starting sex scenes at will. I believe there's one that adds a sex hotkey but I can't recall which one, and I'm unsure of whether it's one that has been converted to AAF or not. The minimum capability of a quickscene hotkey is there... and the more expansive wizard for testing. The general idea is that mods will be what calls up the sex though, so they get the more robust features.

Posted
3 hours ago, Destynova99 said:

 

Open up AAF_Settings.xml in Data/AAF/ and edit this line to your desired value:

 

!-- PREFERENCES --
setting id="default_scene_duration" value="30"/

 

(Hmm tried pasting it in a code box but most of it got deleted... I could have sworn the general idea of a code box was that it would display everything without trying to process the code? So brackets removed so it shows in text.)

 

As for quickscene, I can't speak for Dagobaking but I believe it's meant as just a shortcut test for the moment. You can use a mod like "Sex Em Up" (I believe I saw mention there was an AAF conversion now) or some other mod that includes starting sex scenes at will. I believe there's one that adds a sex hotkey but I can't recall which one, and I'm unsure of whether it's one that has been converted to AAF or not. The minimum capability of a quickscene hotkey is there... and the more expansive wizard for testing. The general idea is that mods will be what calls up the sex though, so they get the more robust features.

This is how I change scene length as well (I test using '60' for the most part), and the AAF_SEU seems to be working well so far (it does require the fourplay proxy to be installed, and one must be very careful NOT to spam the hotkeys...this causes a multitude of problems...learn patience).

 

I also feel the quickscene is a shortcut for the now (this feels like the early days of OSA for Skyrim, quite honestly...hope so anyway)...AAF is just the motor...all the bells and whistles would have to come from mods that make the function calls.

Posted
17 hours ago, riot_punch said:

It seems the easiest way is to modify the GetDirty mod to function by using Looksmenu. 

That would allow a dirty effect to be transported to the body double by AAF, yes.

 

Though, if I understand it correctly, GetDirty applies the effect over clothing, which wouldn't be possible with overlays. Those only get applied to the Actors body underneath any equipment.

12 hours ago, Phelps1247 said:

SavageCabbage said to mention AAF not picking up objects in the world for his mod here. Shackles and pillory for me, Supermutant tire bed for another fellow.

So, this is a case where it works for SavageCabbage. But, not for you?

12 hours ago, TheCaptn said:

I have questions about the QuickScene function... First is there a way to change the length of the scene? It seems to be about 30 seconds long at the moment, and I'd prefer that to be more like 90 or 120 seconds.

You can change the default duration in AAF_settings.xml. But, if another mod designates a duration when it uses the QuickScene function, that number should be used. So, you would need to take it up with that mod in those cases.

12 hours ago, TheCaptn said:

 

Secondly how does the function actually select the scene? I get the impression that it looks for matching furniture and just takes the first available option?... I say this because it always seems to pick the exact same piece of furniture every time, even if other options are available.

It should be random.

 

It checks to see what animations are available, what actors are selected and what furnitures are nearby. From that, it makes a list of possible locations (ie furnitures or ground) that have workable animations and chooses a random one. Then, it chooses a random animation from the possibilities available for that location.

12 hours ago, TheCaptn said:

 

For example I'm in an interior cell that has two small cafe tables, a chair and finally the 'ground'... However every time I hit QuickScene, no matter where I am in the cell, the actors will always use the exact same cafe table... If I delete that cafe table they're always use the other one. If I delete that second table they'll always use the chair... Finally they'll only use the ground if there's no possible furniture available in the cell.
Is that the intended behaviour? I mean I'd prefer it to pick a scene location at random if that's possible... Or better still, I wish it would pick the nearest furniture item, on the assumption that I'm standing where I want to play the scene.

 

It should be randomized now.

 

I can see the value in choosing the nearest furniture in some contexts. But, it also could prevent some furnitures from ever being chosen if they are behind another option. So, there could be drawbacks. I'll have to think about a good way to approach that. Please post this proposal on issue tracker (AAF Bug Report link in signature).

12 hours ago, TheCaptn said:



Thirdly, is it possible to make 'ground' animations prefer a mattress or sleeping bag if there's one nearby, even without specifically embedding them into those pieces of furniture?

 

To make the animations work right on sleeping bags, etc. they should be set up as furniture animations so that it all gets aligned. Many ground animations would already look ok over those items and it should be pretty easy for someone to make a set of XML files that runs ground animations on sleeping bags or mattresses. If needed, the offset features can be used to bump them up a few pixels to be on top of the mattress.

 

There is a flag in the function to avoid using furniture. But, there is not yet a "prefer furniture". It's a good idea. Please also post that to the issue tracker. Or, I might lose track of the idea.

12 hours ago, TheCaptn said:



I know from searching the thread first that QuickScene was never intended to be the primary means of scene creation, but I think it should be. It's clearly the most immersive way to interact. Or at least it could be with a few tweaks... For example I'm traveling around with the companion Ivy, and occasionally she'll say something like "I need your thick cock in me right now!". At which point I'm always inclined to just hit F11 and see what happens next ... rather than navigate my way through menus, selecting actors and locations and animation sequences in an unintuitive way that's all too easy to cancel by mistakenly hitting the wrong key at the wrong point in the process.
But the problem with hitting F11 is that, depending on where I am, it's utterly predictable what will happen: The same exact scene will play in many common locations, with no variation, even though plenty of alternative scenes are available (which is easy to verify just by using the full scene menu).

I'm not sure what is going on there. It should already randomize the locations and animations. Maybe you are testing this in an area where most other options are out of range?

9 hours ago, Destynova99 said:

The minimum capability of a quickscene hotkey is there... and the more expansive wizard for testing. The general idea is that mods will be what calls up the sex though, so they get the more robust features.

There actually is a hotkey already set up as of a few versions back ("F11"). It runs the QuickScene function on the PC and the last actor that the crosshair went over.

 

I think that TheCaptn is referring to that hotkey setup when he writes "QuickScene" rather than the actual QuickScene function in the API.

5 hours ago, Thndrwlkr said:

I also feel the quickscene is a shortcut for the now (this feels like the early days of OSA for Skyrim, quite honestly...hope so anyway)...AAF is just the motor...all the bells and whistles would have to come from mods that make the function calls.

The QuickScene function definitely did start out as a shortcut. I didn't anticipate it even staying in the API. But, since many mods were set up using a similar function, it has ended up sticking. It seems to be adequate for many uses.

 

I am open to adding new functions that do slightly different things. I already added one that plays specific position animations. I just need mod authors to let me know what they would like to see added in that area.

 

The thing is, there is a decent amount of additional setup needed for AAF features on the animation side that isn't quite there yet (narration, actions, stats, etc.). Until that side is ready, it may not be apparent what other API functions would be helpful.

Posted

Well now...

 

Everythings working great with my main character, which is male. But today I've decided to start a secondary game with a female char and problem is, with female player game crashes right after seleceting animation. Characters walk to each other,then screen goes black as it supposed to,then game crashes.

 

Tried couple of things. This doesnt' happen in starting sequence, though I couldnt test that save outside of vault, because with my modded game cryo chamber doesn't open. That's another story.

 

Downloaded a save right before exiting vault (Gorgeous Vault-Girl), same problem.

 

Used sexchange command on my main character and tried, same problem.

 

Any suggestions?

 

Load Order:

Spoiler

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Posted
1 hour ago, JosephShin said:

Well now...

 

Everythings working great with my main character, which is male. But today I've decided to start a secondary game with a female char and problem is, with female player game crashes right after seleceting animation. Characters walk to each other,then screen goes black as it supposed to,then game crashes.

 

Tried couple of things. This doesnt' happen in starting sequence, though I couldnt test that save outside of vault, because with my modded game cryo chamber doesn't open. That's another story.

 

Downloaded a save right before exiting vault (Gorgeous Vault-Girl), same problem.

 

Used sexchange command on my main character and tried, same problem.

 

Any suggestions?

 

Load Order:

  Reveal hidden contents

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EferasShoulderBag.esp=1
Mosin.esp=1
Binoculars.esp=1
ColtDeltaElite_10mmReplacer.esp=1
NMC Bundle VERY HIGH.esp=1
Visible Weapons Extended - Elysium AK.esp=1
ScopeOverlayDOF.esp=1
PD_VisualReload.esp=1
NoAmmoWeight.esp=1
DCE_female_body_replacer.esp=1
Prisoner Shackles.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
AA FusionCityRising.esp=1
AKM_AKMS.esp=1
AKM_AKMS_NWPatch.esp=1
AA FusionCityRising - HotC.esp=1
Eli_Faction Housing Overhaul  - The Castle.esp=1
WET.esp=1
Mercenary.esp=1
AA HotC - Standalone - SE.esp=1
AA HotC - Standalone - SE - AE Patch.esp=1
CraftingTools.esp=1
SurvivalOptions.esp=1
VaultSuitUnzipped.esp=1
WastelandFashion.esp=1
Locksmith.esp=1
Sneaky Kills.esp=1
LureEnemies.esp=1
3dscopes-framework.esp=1
3dscopes.esp=1
RU556.esp=1
RU556AWKCR.esp=1
Visible Weapons Extended - AKM_AKMS.esp=1
Visible Weapons Extended - Mosin.esp=1
Visible Weapons Extended - RU556.esp=1
Conquest.esp=1
CorvalhoWidowShotgun.esp=1
DPAssaultCarbine.esp=1
Elysium.esp=1
DPAssaultCarbineNukaWorld.esp=1
SSEX.esp=1
CustomCamera.esp=1
ThirdPersonADS.esp=1
Freeze.esp=1
Freeze - Vanilla Patch.esp=1
Walking Side By Side.esp=1
Scrap Everything - Ultimate Edition.esp=1
FP_BasicNeeds.esp=1
FO4_AnimationsByLeito.esp=1
Mutated Lust.esp=1
Atomic Lust.esp=1
Rufgt's Animations.esp=1
Shino Poses.esp=1
four_play.esp=1
VIO_Strap-On.esp=1
AAF_Four-Play_Animations_Crazy6987.esp=1
Mindless_Sex.esp=1
FP_Prostitution.esp=1
SavageCabbage_Animations.esp=1
Hoamaii_SleepTogetherAnywhere.esp=1
WD_Combat.esp=1
ASmallAdditionStandaloneDrivablesRadstag.esp=1
PlayerComments.esp=1
PlayerCommentsCWSSPatch.esp=1
PlayerComments_UFO4P_Patch.esp=1
EnhancedLightsandFX.esp=1
Pip-Boy Flashlight.esp=1
PIP-Pad.esp=1
PIP-Pad_Pip-BoyFlashlight.esp=1

 

Your load order is a bit of a mess, for example weather mods should generally be amongst the last mods to load.  However that affects male and female characters equally so I'd assume the worst offender is a mod that would treat male and female characters differently... like the strap on mod. It should probably be sorted somewhere else, or it needs to be reinstalled, or both.  I believe after armor mods and before animation mods is generally the place to put it but someone can correct me on that if I'm wrong. I haven't had any problems with it being at the beginning of the animation loadout, personally. You've got it right smack in the middle of the animation mods at the moment. So it's probably trying to put a call to the strap on and then crashing.

Posted
10 hours ago, dagobaking said:

So, this is a case where it works for SavageCabbage. But, not for you?

No, he's missing something himself but didn't specify which item.

 

Posted
2 hours ago, Phelps1247 said:

No, he's missing something himself but didn't specify which item.

 

So, those items have never worked? I think I've tested those and seen them work before.

 

AAF does check to see that the items have not be rotated (because the environment designers used turned over couches, etc.). Maybe these instances are not placed squarely?

Posted
8 hours ago, Destynova99 said:

Your load order is a bit of a mess, for example weather mods should generally be amongst the last mods to load.  However that affects male and female characters equally so I'd assume the worst offender is a mod that would treat male and female characters differently... like the strap on mod. It should probably be sorted somewhere else, or it needs to be reinstalled, or both.  I believe after armor mods and before animation mods is generally the place to put it but someone can correct me on that if I'm wrong. I haven't had any problems with it being at the beginning of the animation loadout, personally. You've got it right smack in the middle of the animation mods at the moment. So it's probably trying to put a call to the strap on and then crashing.

I've tried with this order but no luck 

Spoiler

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
SimSettlements.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
TortureDevices.esm=1
AAF.esm=1
OVT.esp=1
PRC Patch for Enbs.esp=1
dD-Enhanced Blood.esp=1
The Eyes Of Beauty.esp=1
Nuclear Reloaded.esp=1
Grasslands - Healthy.esp=1
Grasslands - Healthy - Extreme.esp=1
CommonwealthConifersREDUX.esp=1
Vivid Fallout - All in One - 2k.esp=1
FlaconOil HD ReTexture_High Quality Pack_Part_2.esp=1
FlaconOil HD ReTexture_High Quality Pack_Part_1.esp=1
EPO.esp=1
Vivid Weathers - FO4.esp=1
Vivid Weathers - FO4 - Summer.esp=1
Vivid Weathers - FO4 - Far Harbor.esp=1
Vivid Weathers - Natural Bright.esp=1
Vivid Weathers - Nuka World.esp=1
CBBE.esp=1
CROSS_GoreCrits.esp=1
CROSS_GoreCrits_FarHarborPatch.esp=1
D.E.C.A.Y.esp=1
ESPExplorerFO4.esp=1
PlayerComments.esp=1
FlirtyCommonwealthMale.esp=1
EveryonesBestFriend.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
BTInteriors_Project.esp=1
ENBLightsHDRPatch.esp=1
Institute Patch for PRC.esp=1
dD-Action Ragdoll Force.esp=1
CWSS Redux.esp=1
Live Dismemberment - RegularNoHeadshots.esp=1
No Scope Fade In.esp=1
WeightlessJunk.esp=1
WeightlessSpecialAmmo.esp=1
Immersive Waiting.esp=1
Pet - Call -Feed Dogmeat.esp=1
Smoke-able Cigars.esp=1
Animated Drinking.esp=1
Camping.esp=1
Swinging Meat Bags.esp=1
FO4Hotkeys.esp=1
TakeCover.esp=1
LooksMenu.esp=1
VaultGirl_AsPiper.esp=1
M9.esp=1
Friffy_Holstered Weapons.esp=1
VisibleWeapons.esp=1
Armorsmith Extended.esp=1
clothingoverhaul.esp=1
BF1 Animations - Hunting Rifle v1.3.esp=1
ClothingOverhaulSP_XB1_PC.esp=1
Armorsmith All DLCs Patch.esp=1
Eli_Faction Housing Overhaul - V81.esp=1
Immersive Corpses.esp=1
CommonwealthChooksAndBunnies.esp=1
Stm_DiamondCityExpansion.esp=1
AzarPonytailHairstyles.esp=1
EferasShoulderBag.esp=1
Mosin.esp=1
Binoculars.esp=1
ColtDeltaElite_10mmReplacer.esp=1
NMC Bundle VERY HIGH.esp=1
Visible Weapons Extended - Elysium AK.esp=1
ScopeOverlayDOF.esp=1
PD_VisualReload.esp=1
NoAmmoWeight.esp=1
DCE_female_body_replacer.esp=1
Prisoner Shackles.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
AA FusionCityRising.esp=1
AKM_AKMS.esp=1
AKM_AKMS_NWPatch.esp=1
AA FusionCityRising - HotC.esp=1
Eli_Faction Housing Overhaul  - The Castle.esp=1
WET.esp=1
Mercenary.esp=1
AA HotC - Standalone - SE.esp=1
AA HotC - Standalone - SE - AE Patch.esp=1
CraftingTools.esp=1
SurvivalOptions.esp=1
VaultSuitUnzipped.esp=1
WastelandFashion.esp=1
Locksmith.esp=1
Sneaky Kills.esp=1
LureEnemies.esp=1
3dscopes-framework.esp=1
3dscopes.esp=1
RU556.esp=1
RU556AWKCR.esp=1
Visible Weapons Extended - AKM_AKMS.esp=1
Visible Weapons Extended - Mosin.esp=1
Visible Weapons Extended - RU556.esp=1
Conquest.esp=1
CorvalhoWidowShotgun.esp=1
DPAssaultCarbine.esp=1
Elysium.esp=1
DPAssaultCarbineNukaWorld.esp=1
SSEX.esp=1
CustomCamera.esp=1
ThirdPersonADS.esp=1
Freeze.esp=1
Freeze - Vanilla Patch.esp=1
Walking Side By Side.esp=1
VIO_Strap-On.esp=1
FP_BasicNeeds.esp=1
FO4_AnimationsByLeito.esp=1
Mutated Lust.esp=1
Atomic Lust.esp=1
Rufgt's Animations.esp=1
Shino Poses.esp=1
four_play.esp=1
AAF_Four-Play_Animations_Crazy6987.esp=1
Mindless_Sex.esp=1
FP_Prostitution.esp=1
SavageCabbage_Animations.esp=1
Hoamaii_SleepTogetherAnywhere.esp=1
WD_Combat.esp=1
ASmallAdditionStandaloneDrivablesRadstag.esp=1
PlayerCommentsCWSSPatch.esp=1
PlayerComments_UFO4P_Patch.esp=1
Scrap Everything - Ultimate Edition.esp=1
EnhancedLightsandFX.esp=1
PIP-Pad.esp=1
Pip-Boy Flashlight.esp=1
PIP-Pad_Pip-BoyFlashlight.esp=1

 

Posted

When the animations start, not all items are being taken off during the stripping part. Stuff like Visible Weapons, and the Creation Club backpack. And my main clothing isn't being put back on. Is this just a matter of editing some files and making sure to add all of the equipment slots?

Posted
3 hours ago, JosephShin said:

I've tried with this order but no luck 

  Reveal hidden contents

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
SimSettlements.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
TortureDevices.esm=1
AAF.esm=1
OVT.esp=1
PRC Patch for Enbs.esp=1
dD-Enhanced Blood.esp=1
The Eyes Of Beauty.esp=1
Nuclear Reloaded.esp=1
Grasslands - Healthy.esp=1
Grasslands - Healthy - Extreme.esp=1
CommonwealthConifersREDUX.esp=1
Vivid Fallout - All in One - 2k.esp=1
FlaconOil HD ReTexture_High Quality Pack_Part_2.esp=1
FlaconOil HD ReTexture_High Quality Pack_Part_1.esp=1
EPO.esp=1
Vivid Weathers - FO4.esp=1
Vivid Weathers - FO4 - Summer.esp=1
Vivid Weathers - FO4 - Far Harbor.esp=1
Vivid Weathers - Natural Bright.esp=1
Vivid Weathers - Nuka World.esp=1
CBBE.esp=1
CROSS_GoreCrits.esp=1
CROSS_GoreCrits_FarHarborPatch.esp=1
D.E.C.A.Y.esp=1
ESPExplorerFO4.esp=1
PlayerComments.esp=1
FlirtyCommonwealthMale.esp=1
EveryonesBestFriend.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
BTInteriors_Project.esp=1
ENBLightsHDRPatch.esp=1
Institute Patch for PRC.esp=1
dD-Action Ragdoll Force.esp=1
CWSS Redux.esp=1
Live Dismemberment - RegularNoHeadshots.esp=1
No Scope Fade In.esp=1
WeightlessJunk.esp=1
WeightlessSpecialAmmo.esp=1
Immersive Waiting.esp=1
Pet - Call -Feed Dogmeat.esp=1
Smoke-able Cigars.esp=1
Animated Drinking.esp=1
Camping.esp=1
Swinging Meat Bags.esp=1
FO4Hotkeys.esp=1
TakeCover.esp=1
LooksMenu.esp=1
VaultGirl_AsPiper.esp=1
M9.esp=1
Friffy_Holstered Weapons.esp=1
VisibleWeapons.esp=1
Armorsmith Extended.esp=1
clothingoverhaul.esp=1
BF1 Animations - Hunting Rifle v1.3.esp=1
ClothingOverhaulSP_XB1_PC.esp=1
Armorsmith All DLCs Patch.esp=1
Eli_Faction Housing Overhaul - V81.esp=1
Immersive Corpses.esp=1
CommonwealthChooksAndBunnies.esp=1
Stm_DiamondCityExpansion.esp=1
AzarPonytailHairstyles.esp=1
EferasShoulderBag.esp=1
Mosin.esp=1
Binoculars.esp=1
ColtDeltaElite_10mmReplacer.esp=1
NMC Bundle VERY HIGH.esp=1
Visible Weapons Extended - Elysium AK.esp=1
ScopeOverlayDOF.esp=1
PD_VisualReload.esp=1
NoAmmoWeight.esp=1
DCE_female_body_replacer.esp=1
Prisoner Shackles.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
AA FusionCityRising.esp=1
AKM_AKMS.esp=1
AKM_AKMS_NWPatch.esp=1
AA FusionCityRising - HotC.esp=1
Eli_Faction Housing Overhaul  - The Castle.esp=1
WET.esp=1
Mercenary.esp=1
AA HotC - Standalone - SE.esp=1
AA HotC - Standalone - SE - AE Patch.esp=1
CraftingTools.esp=1
SurvivalOptions.esp=1
VaultSuitUnzipped.esp=1
WastelandFashion.esp=1
Locksmith.esp=1
Sneaky Kills.esp=1
LureEnemies.esp=1
3dscopes-framework.esp=1
3dscopes.esp=1
RU556.esp=1
RU556AWKCR.esp=1
Visible Weapons Extended - AKM_AKMS.esp=1
Visible Weapons Extended - Mosin.esp=1
Visible Weapons Extended - RU556.esp=1
Conquest.esp=1
CorvalhoWidowShotgun.esp=1
DPAssaultCarbine.esp=1
Elysium.esp=1
DPAssaultCarbineNukaWorld.esp=1
SSEX.esp=1
CustomCamera.esp=1
ThirdPersonADS.esp=1
Freeze.esp=1
Freeze - Vanilla Patch.esp=1
Walking Side By Side.esp=1
VIO_Strap-On.esp=1
FP_BasicNeeds.esp=1
FO4_AnimationsByLeito.esp=1
Mutated Lust.esp=1
Atomic Lust.esp=1
Rufgt's Animations.esp=1
Shino Poses.esp=1
four_play.esp=1
AAF_Four-Play_Animations_Crazy6987.esp=1
Mindless_Sex.esp=1
FP_Prostitution.esp=1
SavageCabbage_Animations.esp=1
Hoamaii_SleepTogetherAnywhere.esp=1
WD_Combat.esp=1
ASmallAdditionStandaloneDrivablesRadstag.esp=1
PlayerCommentsCWSSPatch.esp=1
PlayerComments_UFO4P_Patch.esp=1
Scrap Everything - Ultimate Edition.esp=1
EnhancedLightsandFX.esp=1
PIP-Pad.esp=1
Pip-Boy Flashlight.esp=1
PIP-Pad_Pip-BoyFlashlight.esp=1

 

Try manually sorting with these dividers. Most of them came from a nexus mod but I added some and changed the order of a few to work better with AAF. They're empty plugins but you can leave them unchecked so they don't take a plugin spot. They're just there to put things where they're supposed to go. See if this resolves your issues.

 

Load Order Dividers -Helpful Labels for Manual Sorting - Desty Version 1.0.7z

 

And here's my load order to give you a better idea of what goes where. I haven't gone back through and optimized it yet, but it works well enough.

 

https://pastebin.com/tqFsBvnF

Posted

I just had an odd occurrence, I had been wearing NCR armor and have had some stall outs when my PC should be getting undressed using Just Business obedience dialogue (it just says "waiting" forever, in several tries taking off the mask before starting sex made me have no failures, maybe related to the mask?) So after taking the Mechanists Lair I decided to try that armor for a bit and left my NCR armor in the workshop in the Lair. After having sex the first time after switching it appeared the Mechanist armor stayed on during the animation but after it ended I got the found legendary Mechanist helm window and was suddenly wearing NCR armor and helm. When I looked in the workshop my originals were still there, but the redress had created basic duplicates without the upgrades.

 

The original stall out may be related to Just Business, I am not sure. AAF animations play perfect with no delay while trying to do the obedience training sex start leads me to the characters just standing and AAF Home menu shows the PC waiting but wont allow any action other than wait or end. Whether its is JB or walking or stripping, I cant decide.

 

Thank you for all your effort on AAF, peoples ability to create additions like this amazes me endlessly.

Posted
11 hours ago, dagobaking said:

So, those items have never worked? I think I've tested those and seen them work before.

 

AAF does check to see that the items have not be rotated (because the environment designers used turned over couches, etc.). Maybe these instances are not placed squarely?

What's seems to be happening is that something that's working for one person isn't working for another person, as in the furniture item isn't appearing as selectable in the wizard even though there's animations for it. Someone had trouble with seeing the "tire bed" found in super mutant locations, which I had no trouble with in my game personally. Another person couldn't see stocks or pillories despite having the correct files installed.

 

I have also had an issue with one of the super mutant beds (the hammock mesh over the car frame) but if it's as you say and it's rotated too far then maybe that's the issue, even if it appeared to be flat

 

Or could it be possible that maybe it's just a case of having too many furniture groupings for the wizard to handle?

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