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So far so good :)

My female PC is now recognized as male in AFF animations, and now has a decent functional cock too. I have CBBE based body and this mod is working fine with it. Alignment in some animations is a problem when doing animations like the Power Bomb. Why is FO4 so difficult to make adult mods for? I'm just glad this mod works. Been looking for a decent mod like this for a while now. I will play with this mod some more and leave more feed back later. Thank you DracoRaknar.

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Great mod, works fine! I have an issue tho, I made Piper futa alongside other female npcs, and now I'd like to 'cure' Piper. When I shoot cure injection at her, a message pops up telling something like 'Not mutated... this won't do anything' something like that.. Any help?

I've tried with Syringer from the vanilla game, not with the one from this mod yet

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On 5/4/2018 at 3:18 PM, dead.dog said:

If I just type `setstage Raknar_Futanari_Quest`, it returns "missing parameter Stage. compiled script not saved."

 

 

I just installed the latest version and I'm getting the exact same issue. Has anyone who's come across it found a solution before me?

 

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On 5/1/2018 at 5:11 AM, DracoRaknar said:

 


 

 

(i have no idea how to not make it a quote...) anyways. im new to all of this how do you use the fourplay mod and this to ya know. fourplay, is it a command or something. and if it has something to do with the relationship dialogue how to i by pass this. ive already gotten my target futa and erect (i didn't know if that was a requirement).

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  • 1 month later...

Is there any way to configure AAF XD?
I don't like having to reinstall it so many times just to want to use the mod.
I just want AAF to be able to re-identify the npc indefinitely, it is that AAF can only identify the NPC 1 time so if I identify it as a woman or a man that is how it will stay basically (the cure does not work as long as AAF cannot re-identify )

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The only way I got this to work was installing the 1.0.5 version. Everything seems to be working but unfortunately the dick wont show when clothes are equipped and the viagra doesn't make the dick stay hard, it only lasts for like a minute or so. If anyone knows how to get the current version working I'd appreciate it. I hope the author is still active...

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On 9/4/2020 at 3:22 AM, Anionmus said:

Is there any way to configure AAF XD?
I don't like having to reinstall it so many times just to want to use the mod.
I just want AAF to be able to re-identify the npc indefinitely, it is that AAF can only identify the NPC 1 time so if I identify it as a woman or a man that is how it will stay basically (the cure does not work as long as AAF cannot re-identify )

I had a play around trying to fix this bug. As far as I can tell, it's a problem with how AAF handles gender keywords, and I haven't had any luck finding a workaround yet.

On 9/4/2020 at 6:58 PM, asdf935 said:

Any word on the mod's quest just... not initializing? (With injections and SetStage doing nothing)

I know this is a common problem, but I can't seem to replicate it at all, which makes it hard fix. I think it's a problem with the actual in-game script engine being overloaded.

On 9/11/2020 at 12:01 PM, kra6969 said:

The only way I got this to work was installing the 1.0.5 version. Everything seems to be working but unfortunately the dick wont show when clothes are equipped and the viagra doesn't make the dick stay hard, it only lasts for like a minute or so. If anyone knows how to get the current version working I'd appreciate it. I hope the author is still active...

The dick itself is a clothing item (technically a beard from memory, I think), and so it's not going to show with certain clothing items, depending on which slots they use. The viagra was really just a testing item I left in for shits and giggles, so I'm not sure why it wouldn't stay active.

I've had a couple of attempts at bug fixing and refactoring the mod, but I'm not really playing FO4 that often anymore, and bug-fixing is made more complicated by the fact I was super high on (prescribed) painkillers after surgery when I wrote the scripts/mod, and I have to relearn how I actually made things work in the first place.

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Spoiler
8 hours ago, DracoRaknar said:

I had a play around trying to fix this bug. As far as I can tell, it's a problem with how AAF handles gender keywords, and I haven't had any luck finding a workaround yet.

I know this is a common problem, but I can't seem to replicate it at all, which makes it hard fix. I think it's a problem with the actual in-game script engine being overloaded.

The dick itself is a clothing item (technically a beard from memory, I think), and so it's not going to show with certain clothing items, depending on which slots they use. The viagra was really just a testing item I left in for shits and giggles, so I'm not sure why it wouldn't stay active.

I've had a couple of attempts at bug fixing and refactoring the mod, but I'm not really playing FO4 that often anymore, and bug-fixing is made more complicated by the fact I was super high on (prescribed) painkillers after surgery when I wrote the scripts/mod, and I have to relearn how I actually made things work in the first place.

 

Hey, nice to see you're still kickin ?

As for the Keywords: You can set it up so that if FutaFEV is applied to an actor, you also apply a gender override keyword, to have them treated as male. Then when removed, remove that keyword.
I messed with this with a quick gender-swap MCM [under my files, if you're interested, source scripts might be helpful].

Would have to poke the scripts again, but the failure to apply quest stages/injections is probably either an issue with something not being the right in the script/property types, or somethin along those lines.
In theory, it should still work fine, just quite slowly/delayed, even when quite overloaded (also Baka Scrapheap on Nexus has helped with Papyrus issues, ups the memory it can use).

With the slots used, you could also have it remain visible/equipped with items with certain keywords (which users can then add to items themselves with xEdit or whatnot), but not the worst thing in the world ?
If ya have questions or somethin, particularly 'bout the scripts, always welcome to mention/message me :classic_smile:

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15 hours ago, Nebuchadnezzer2 said:
  Reveal hidden contents

 

Hey, nice to see you're still kickin ?

As for the Keywords: You can set it up so that if FutaFEV is applied to an actor, you also apply a gender override keyword, to have them treated as male. Then when removed, remove that keyword.
I messed with this with a quick gender-swap MCM [under my files, if you're interested, source scripts might be helpful].

Would have to poke the scripts again, but the failure to apply quest stages/injections is probably either an issue with something not being the right in the script/property types, or somethin along those lines.
In theory, it should still work fine, just quite slowly/delayed, even when quite overloaded (also Baka Scrapheap on Nexus has helped with Papyrus issues, ups the memory it can use).

With the slots used, you could also have it remain visible/equipped with items with certain keywords (which users can then add to items themselves with xEdit or whatnot), but not the worst thing in the world ?
If ya have questions or somethin, particularly 'bout the scripts, always welcome to mention/message me :classic_smile:

Thanks! 

For the Keywords: That is exactly how it works in version 2 of the mod, I actually submitted a feature request way back when I first started adding AAF support to get the gender override keyword added. The problem is (as best I can tell) that either the game doesn't keep the keyword attached to the actor, or AAF doesn't see it when scanning actors. I've made modified scripts that re-attach the keyword to the PC, but it hasn't seemed to fix the bug, which makes me think AAF is the culprit.

For the script: You're probably right about it not being the script engine being overloaded, but I can't seem to replicate that bug, even when enabling the mod mid-game. In theory, the Quest only exists to provide the auto equip for NPC's, and AAF triggered functionality (by attaching a script to the PC), so if the quest fails to start, the mod would still operate normally for the player. The injection calls it's own magic effect, which triggers it's own script. If the injection isn't working for the PC for some people, I have no clue why.
 

There is actually a ring that can be worn to cause the mod to ignore clothing, with a keyword that could be added to other things with xEdit.  I had plans to write a MCM thing to allow the keyword to be added/removed in game, I just never quite got it (the MCM bit) to work.

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3 hours ago, DracoRaknar said:

The problem is (as best I can tell) that either the game doesn't keep the keyword attached to the actor, or AAF doesn't see it when scanning actors

If I had to guess, probably the game not keeping the keyword attached, but bugs buried somewhere in AAF are still a possibility.
 

As for the Quest; I had some issues with my overlays mod, and gettin the fuckin start-up quest attached and firin properly, and properly stopping/restarting the main quest. Sorted it with 1.3.4, but I'm still not quite sure why it was an issue at all.

The Injection/Quests failin to start might just be someone's game's fucked in a particular way and they aren't startin/firin properly/at all.

3 hours ago, DracoRaknar said:

I had plans to write a MCM thing to allow the keyword to be added/removed in game, I just never quite got it (the MCM bit) to work.

If you had an idea of what you wanted in the MCM, I could probably whip somethin up, it's rather straightforward, once you understand how to set it up :sweat_smile:
It's mostly just gettin the .json for it right, and usin Strings people can translate with the interface text file (which, apparently, only likes tab indentation, and doesn't fuckin work properly with spaces for indentation. As I found out the hard way, when the damn thing seemed to have somehow replaced the tabs I used with spaces, and wasn't workin in-game. Which took far too long to work out...)

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So does this mean all animations will see you as Male ? 

 

Or will some mods still be able to see you as female ? 

 

(only tested this with sex up so far but curious about creatures/ mods that say they have choice.)

 

Solved: figured turn off gender in AAF and it works also bonus got rings to change gender registered if/when want.

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On 9/12/2020 at 7:56 PM, DracoRaknar said:

Thanks! 

For the Keywords: That is exactly how it works in version 2 of the mod, I actually submitted a feature request way back when I first started adding AAF support to get the gender override keyword added. The problem is (as best I can tell) that either the game doesn't keep the keyword attached to the actor, or AAF doesn't see it when scanning actors. I've made modified scripts that re-attach the keyword to the PC, but it hasn't seemed to fix the bug, which makes me think AAF is the culprit.

For the script: You're probably right about it not being the script engine being overloaded, but I can't seem to replicate that bug, even when enabling the mod mid-game. In theory, the Quest only exists to provide the auto equip for NPC's, and AAF triggered functionality (by attaching a script to the PC), so if the quest fails to start, the mod would still operate normally for the player. The injection calls it's own magic effect, which triggers it's own script. If the injection isn't working for the PC for some people, I have no clue why.
 

There is actually a ring that can be worn to cause the mod to ignore clothing, with a keyword that could be added to other things with xEdit.  I had plans to write a MCM thing to allow the keyword to be added/removed in game, I just never quite got it (the MCM bit) to work.

Unless I missed something rather important... The mod does not work for my character at all. Used FEV syringe, nothing. Going to try staring a new game with it.

 

Edit: worked on a new game, dunno what was wrong with the old save.

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  • 3 weeks later...
8 hours ago, Selky said:

Hey i wonder, i use AAF, i would like to know if that mod can replace female agressor in aaf violate for exemple as futa.
And also turn some npc of your choice as futa and treat as male.

to much for me to remember atm but probably turning off aaf gender I think works (again forget where/what file atm) or you can grab a mod that adds rings that register character as different gender pretty sure that would also work or both.

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  • 3 weeks later...

So if the injector fails to fire on the player, is there a command that they can use to start it?

 

I'm looking though my logs and when I try to use the Injection I get:
 

error: Unable to bind script Raknar:Raknar_Futanari_Make to Active effect 13 on  (00000014) because their base types do not match

 

Update: After looking through the source files and not seeing anything obviously wrong or a typo or anything, I did find a workaround. 

In the console look for the keyword "Raknar_Futanari_Effect"
Then use that id to player.addkeyord *IDYouFound*
Then do the same for the spell "Futanari Spell"
Use that id to player.addspell *IDYouFound*

That is essentially what the script is doing to make you a futa. After that my girls peen showed up and the FutaGro + worked correctly with the notifications.

Note: I don't use AAF so you may need to do extra steps for that to work

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